Friday, January 11, 2013

Magnetizing the Hive Tyrant

Magnets. They are one of the best things to happen to our hobby in the recent years. Combined with the recent plastics, we have the ability to create models that will allow us the flexibility to create true modular solutions!

I already have two metal Hive Tyrants but when the new plastic one came out, I immediately ordered one. Love plastic! When I broke it out, I knew I wanted to have some modularity in the model. I built the model up and used rare earth magnets for it's second joint. This will allow me the flexibility to swap out the 3 main weapons I intend to work with:
  1. Twin linked brainleech devourers - 6th ed flavour of the month
  2. Lash whip and bonesword - traditional option
  3. Scything talons - cheap and cheery

I did not magnetize the wings due to how it connects with the rest of the model. I have taken the spare boneswords and Swarmlord head and will convert my current walking Tyrant into the Swarmlord. I may get another spare plastic Tyrant to create another modular walking Tyrant. 

Magnets all tucked away hidden

Pose for the camera please!

Plastic is a joy to work with. Tried drilling into metal, I went berserk

Magnetized option 1: Twin Linked Brainleech Devourers
The arm has not been puttied yet. I will be adding green stuff around the joint to conceal the magnet so it will be flush on the Tyrant's body.


Magnetized option 2: Lash Whip
I will post more pics once the putty is up and show you the swapped weapons. The beauty of magnets! 

Tuesday, January 8, 2013

Batrep 1750 Tyranids vs Blood Angels

I had the opportunity to play with Marshall yesterday over at Battle Bunker. He is a fellow Hive Mind and one that I ran into regularly at our usual game stores. Really nice guy, no air about him and certainly one that I would recommend playing with. He brought a 1750 Blood Angels list and we rolled off on the usual prebattle stuff. 

Deployment: Vanguard
Mission: The Scouring

Warlord Traits:
Nids: Master of Offence (Personal Traits)
BA: Intimidating Presence (Command Traits)

Psychic Powers:
Nids: Biomancy 
Flyrant (Warlord) - Iron Arm and Endurance
Flyrant - Enfeeble and Endurance
BA: Divination
Librarian - Prescience and Perfect Timing

Army lists:

Blood Angels

HQ
Librarian - 125 pts
Jump pack, (Divination)

Elites
2 S.Priests - 150 pts
2 Jump packs

Furioso dreadnought - 135 pts
Blood talons, heavy flamer

Troops
3x10 Assault Marines - 3x240 pts
Jump packs, 2 M.Guns, T.hammer

Fast Attack
3xBaal predator - 3x120 pts
Twin link assault cannon, dozer blade

Heavy support

Stormraven gunship - 240 pts
Twin link assault cannon, cyclone missiles, 4 blood strike missiles, locator beacon

Tyranids
HQ
* Hive Tyrant (285pts)
(Psyker, Shadow in the Warp, Synapse Creature)
Bonded Exoskeleton, Old Adversary (25pts), Paroxysm, Psychic Scream, 2x Twin-linked Devourers with Brainleech Worms (30pts), Wings (60pts)

* Hive Tyrant (260pts)
(Psyker, Shadow in the Warp, Synapse Creature)
Bonded Exoskeleton, Paroxysm, Psychic Scream, 2x Twin-linked Devourers with Brainleech Worms (30pts), Wings (60pts)

+ Elites + (430pts)

* Hive Guard Brood (150pts)
* 3x Hive Guard (150pts)
(Instinctive Behaviour - Lurk)
3x Claws and Teeth, 3x Hardened Carapace, 3x Impaler Cannon

* Hive Guard Brood (150pts)
* 3x Hive Guard (150pts)
(Instinctive Behaviour - Lurk)
3x Claws and Teeth, 3x Hardened Carapace, 3x Impaler Cannon

* The Doom of Malan'tai (130pts)
(Absorb Life, Fearless, Instinctive Behaviour - Feed, Psychic Strength, Psyker, Shadow in the Warp, Spirit Leach, Warp Field)
Cataclysm, Claws and Teeth, Reinforced Chitin
* Mycetic Spore (40pts)
(Deep Strike, Fearless, Immobile Pod, Limited Sentience, Transport Spore)
Hardened Carapace, Lash Whip, Ripper Tentacles

+ Troops + (455pts)

* Termagant Brood (55pts)
* 11x Termagant (55pts)
(The Scuttling Swarm)
11x Chitin, 11x Claws and Teeth, 11x Fleshborer

* Termagant Brood (50pts)
* 10x Termagant (50pts)
(The Scuttling Swarm)
10x Chitin, 10x Claws and Teeth, 10x Fleshborer

* Tervigon (175pts)
(Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature)
Bonded exoskeleton, Catalyst (15pts), Claws and teeth, Cluster Spines, Dominion

* Tervigon (175pts)
(Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature)
Bonded exoskeleton, Catalyst (15pts), Claws and teeth, Cluster Spines, Dominion

+ Fast Attack + (120pts)

* Gargoyle Brood (120pts)
* 20x Gargoyle (120pts)
(Instinctive Behaviour - Lurk)
20x Blinding Venom, 20x Chitin, 20x Claws and Teeth, 20x Fleshborer, 20x Wings

+ Heavy Support + (200pts)

* Trygon (200pts)
(Deep Strike, Fearless, Fleet, Subterranean Assault)
Bio-electric Pulse, Bonded Exoskeleton, Scything Talons (two sets)

I won the rolloff for deployment and selected the table half to deploy my gribllies. 

Nids deployment
Flanked my army on both sides with my Tervigons and Flyrants to provide double Synapse coverage. Marshall is a Nid Hive Mind so will be looking out for opportunities to deny me my Fearless rolls. Cunning fella!

Blood Angels deployment

While the model you see here does not have wings, both Tyrants actually are Flyrants. I am building it! This was meant to be my mobile force, threatening anything that outshoots me.

This actual flying tyrant is my Warlord. Managed to cast Iron Arm on it in the first Turn for +1 Str and Toughness.
Pushed forward
My right flank was stronger of the two and Marshall deployed likewise, to mirror and threaten my right flank. The 4 point objective was sitting in his table half but I had my Gargoyles and Flyrant eyeing it. I pushed my right flank quite aggressively considering I had the Trygon and Iron Arm Flyrant here.

Turn 1 BA pushes forward to engage the Nids
Marshall was equally aggressive. We both agreed that aggressive armies are best played that way and when two meet, you get lots of blood and action. Marshall poured all the firepower he had into two main units I had. The Trygon and a unit of Hive Guard sitting closer to the back of my lines.

My left flank and the 4 point objective. 

After a punishing round of shooting, my Trygon took 5 wounds and was teetering on it's last wound. Ouch.

And I also lost 2 Hive Guards from this unit from the 1st turn of shooting.

Tyranids movement Turn 2

Doom of Malantai says Hi
In turn 2, my Doom of Malantai decided to drop by and say "hi". Out it popped but managed to do very little. Booo. On the bright side, both my Tervigons were still able to generate Termagants.

Turn 2 Tyranids
I sent my unit of 11 back to the rear of my army to hold this other objective.

Turn 2 shooting from Tyranids - turning point?
Managed to channel a ton of shots into the Space Marines at the back. Took out a few marines and in return forced a morale check which they actually failed and when Marshall rolled for distance, it was a 10 on 3D6. It was enough to put them off table.

Turn 2 Tyranids shooting
Managed to destroy a tank by shooting it in the back

So they fled leaving a big patch of white

Charged my Trygon and Gants in

BA managed to take out most of my Gants leaving 1. Trygon survives!

The advance continues in Blood Angels' Turn 2 
I don't really understand why Marshall left my Doom of Malantai alone. I had already taken 2 wounds from my own psychic casting and he didn't engage it. He was moving towards my Hive Guard and Tervigon
Pop goes the Trygon
In the Blood Angels' Turn 2, he won the combat and consolidated closer towards the objective.

I sent all my Gant units fleeing as far as possible from the inevitable death of my Tervigon.

Turn 3 Tyranids
While I kept the pressure up on my left flank, his right flank. With both Flyrants getting behind his tanks, I managed to pop another one. The Warlord decided to shoot into his HQ unit and killed off a few more.
Run and stay 12" away from the Momma! 

Turn 3 Tyranids
So try as I might, the Tervigon's death caused quite a lot of popping of smaller Gants. There was little I could do so I lost about 3 units of Gants who were meant to capture objectives. On the bright side, neither did he have units to capture objectives.

Turn 3 Blood Angels
Marshall had quite a bit of bad luck with his Reserve rolls. He had not been able to bring in the Stromraven until Turn 3. With a sigh of relief, it finally arrives.

Drive through, I had to make way.
Marshall quickly took out my Flyrants with his Stormraven. I lost one of the Flyrants in one round of shooting. Now that is one dangerous flyer.

Turn 4 Tyranids
I advance my Warlord up to try to save the remaining Hive Guard and also destroy a few Marines.

Turn 4 Tyranids
Before I could assault with my Tervigon, the remaining Hive Guard managed to pop the can. Nice

Turn 4 I charge in together with the Gargoyles

Unbelievable
So Gargoyles has this special rule that allows them to wound on 6's. Guess how many 6's I rolled?

Keep grinding

Turn 4 Blood Angels - not much left to do

So he drops his Furioso Dread

Finally able to remove the last Marines

3 points so I hugged really tight

Turn 5 Tyranids and Blood Angels end turn
It was here that Marshall realised there was little he could do to prevent me from taking the game. He was however gracious enough to finish the game. Great sportsmanship!

Man of the Match
Conclusion:
Tyranids: First Blood, Slay the Warlord and Objectives, Fast Attack kills
1+1+3+3 = 8 points

Blood Angels: 0 points

A good list is important in 6th Edition and that is something that we cannot ignore. I do not know how Marshall could have played differently but I felt the points sunk into the 3 Fast Attack Baal Predators did not do that much in this game for me. 2 Flyrants are also very tactically useful units. I was able to dictate where and when I get to strike and my opponent had no way to react. In all, I enjoyed the game. Marshall will be re-writing his list and will be back with vengeance I am sure.

I am still contemplating the use of Doom of Malantai. I am not sure if he is able to earn his points back (including the point cost of his Micetic Spore Pod). Still, I plan to use this list at least another 4 more times before any conclusions. 

Wednesday, January 2, 2013

Batrep 1750 Tyranids vs Space Marines+Space Wolves (Ally)

Happy new year people! 2012 has been the year of Fantasy for GW. For us over at Anything But Ones, it has always been a mix. I started off the year strong in Fantasy and then moved into Dust before finally moving back into 40k. I love all things miniature related. 

With my present love for 40k 6th Edition, I hereby present to you the first battle report for 2013! 1750 Nids vs Space Marines with an allied contingent of Space Wolves led by Patrick:

Mission: Crusade
Deployment: Vanguard Strike
No night fight on Turn 1
2 objectives each

Warlord traits:
Tyranids: Master of Defence
Space Marines:  Master of Offence

Army list:
Tyranids
Flyrant with twin linked brainleech devourers (rolled Endurance and Warp Speed)
Tyrant (Warlord) with twin brainleech devourers, old adversary(Endurance and Haemorrhage)
2 Dakka Fexes with twin link brainleech devourers
9 Hive Guards
2 Tervigons
2 units of 10 termagants

Space Marines
Libby (Warlord) (Null Zone and Might of Ancient)
5 Terminators with Storm Bolters with 1 cyclone Missile Launcher
10 Tactical Marines with flamer, Lascannon, Razorback and Sergeant with Power Sword.
10 Tactical Marines with flamer, Lascannon, Razorback and Sergeant with Power Sword.
10 Scouts with Sniper Rifles, camouflage cloaks and one Missile Launcher. Sergeant with Sniper rifle
Thunderfire Cannon
Thunderfire Cannon
Vindicator with dozer blade

Ally detachment: Space Wolves
Rune priest with Chosen of the Slain (Living Lightning, Jaws of the World Wolf)
10 Grey Hunters with 2 plasma guns
Long Fangs with 5 Missile Launchers and a Sergeant

So with the terrain setup, we were ready to rummmmmmmble



So I went with the layered approach and kept my Tyrants hidden behind the ruins in my centre. I placed my Objectives in the ruin to the left and centre. The plan was direct. Move up, shoot as much as possible and then mop up. Typical Nids style

Patrick went with a very defensive deployment. One that had many high strength shots. The Long Fangs huddled on the mountain at the end flanked by his two Thunder Fire Cannons. Razorbacks held back while Scouts hid in the ruins on the left. The Techmarines allow him to Fortify ruins so now his Marines had 3+ and 2+ cover saves while in the area terrain if they go to ground.

I took the first turn and surged forward. Didn't manage to get Iron Arm but I managed to get Endurance off on the Carnifex. Pooped out a few Gants, none jammed. Phew.

Ran most of the Gants up. Most of my guns were still out of range so most of the army ran. Moved my Flyrant up. Casted Warp Speed on Flyrant. Managed to shoot at Patrick's Scouts hidden in the ruins on my left field.

And the Scouts panicked. They didn't flee off table though.

End of Patrick's Turn 1
Patrick launched a lot of fire in my direction in his first turn. Trimmed some wounds off my MC's and removed a large number of my Gants. Patrick advances his "Grey Hunters" with the Rune Priest up in the terrain to deny my Turn 2 castings as well.

In my Turn 2, I advance again. I moved a unit of newly spawned Gants to shore up the defense of my Objective in my backfield (Patrick had a unit of Terminators in Reserves). I was planning to just swamp his Terminators with the Gants since they were shooty. Great plan that was.

Full advance
Didn't manage to take much out in the shooting phase. Managed to kill off a few Marines on the left but this left my Flyrant high and dry out of targets. Damn. This is where I made my mistake. By moving the Flyrant in, I gave Patrick the chance to take him out. 5 Missile Launchers later and my Tyrant was gone.
With a loud thud, the Terminators whooze in

And Patrick took out my Flyrant

Tervigon spawned more Gants before jamming. I sent these 13 back to support the fight against the Terminators and sent the Tervigon up. Threw all my shooting into his army and managed to remove a few models here and there. Managed to take out his Vindicator. Fex failed his charge into the Scouts North of the picture. Sighh

Lost more of my Nids to his shooting

When the TFC's open up, I lose models.


I now move up closer to his lines, hopefully melee will solve the problems

Did 2 Hull Points. Not enough to destroy

Managed to fluff all my attacks

Advanced the other Fex up his flank

Took one guy out in Pat's Turn 4

His Warlord disembarks and supports the melee

His Termis charge into my Tervigon. Power fisting ensues

Splat!
Patrick's Librarian fluffed all his attacks but the Rune Priest did 1 wound. 1 Leadership roll later my entire Carnifex exploded in gore. Damn you Force Weapons.

Fisting is bad

The Tyrant is not happy that his Fex is dead

I'm baaaaaack
Managed to wreck the Razorback using my Hive Guard (outside of the picture) and then moved my Tervigon into melee with his marines.
Ommm nommm nommm

So I had 3 wounds...I'll just cast this "zzzpppp!"
Luck you dirty bastard. Casting Endurance on my Warlord, I rolled double 6's. Back into the warp. I lost my Warlord. Sighhhh...

 In desperation I move my Gant to contest the point. Just in the building are my Hive Guard too.

This was probably the last turn. I moved my Tervigon into range of the Objective to capture it.

Once his Marines rally, Patrick moved them back into the objective to contest

Harrow prease!

It's mineeee

So Patrick managed to score First Blood, Slay the Warlord, Linebreaker and held onto 1 objective = 1+1+1+3 = 6
I managed to score Linebreaker and contest one = 1
Patrick wins!

A great game! Thanks again!  

Lesson learnt: when playing against a super shooty army like this, I have to play very aggressive with my Flyrant. Going up quickly to tackle the mountain of shootiness is the key. 

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