Monday, 13 January 2014

Tyranids - Fighting back against Codex Hatred

Morning folks,

Saturday morning I woke up like a giddy schoolboy, it was new Codex day! All through the week I had been hearing the doom and gloom over the changes people had found. Despite all of this though, it's still the book I've anticipated getting my hands on the most in the last couple of years - purely because of this hate.


I'm the sort of person that if someone says something is bad, it makes me want to use that unit / character / vehicle all the more.

Whenever a new book comes out, there always seems to be some kind of "ripples in a pond" effect of hatred. One or two "notable" voices / blogs / sites have their opinion and everyone seems to snowball off of whatever that opinion says, even before they've read the full codex and can see the entire picture.

So, over the weekend I had a bit of a skim read and to be honest, I really like it. It goes back to the Monster Mash style lists of 4th edition, but importantly, there's now a load more monsters rather than just various different Carnifexes.

"BUT WAIT! YOU LIKE THIS ABOMINATION OF A CODEX?!"
Yes. Yes I do, and here's why.

"They've removed Spore Pods, how are we supposed to get anything anywhere now?"
Aside from the Chapter House rubbish side of it, it means that the Nids don't just get to copy Space Marine tactics. Warriors, Gaunts and Fexes were never supposed to be the ones getting dropped onto the opposite side of the table - there's now various flyers for the speed along with Rippers, Raveners and the Mawloc that can deep strike by tunnelling in. Tunelling always made much more sense to me.

Ultimately, Drop Podding is a Space Marine thing to do - other armies don't get equivalents, why should Tyranids? The more fitting thing for them is Spawning (a unique mechanic for Nids) and Tunelling. This coming from the guy who bought 20 Dragon Eggs off eBay last year for a 5th edition Nid army.

"Synapse is rubbish now! My Gaunts can hurt themselves / flee off the board / etc."
Good. That's the way Synapse is supposed to be. With the 5th edition codex bleeding over into 6th edition rule changes, what you ended up with was actively wanting your Hormagaunts to be outside of Synapse range so that they got Rage and extra attacks.

The only thing I will concede on this is that I think a 1-3 for the lowest level of Synapse (i.e. the bad one) is a bit harsh, but again, this promotes you needing to keep stuff in Synapse range / extend your Synapse range / take more Synapse creatures.

"But they made the Tervigon rubbish!"
I've not read the Tervigon entry properly yet, all I've seen is that you now can't spawn then move your Gaunts, to which I say "GOOD!". See the Tervigon now more as a Transport vehicle, as opposed to launching yourself out of it however far it used to.

As for the fact you now need to take 30 Termagants to take a troop choice Tervigon? Again, that's good. I was fed up of seeing "The Scuttling Swarm" represented by 10 - 30 Gaunts and 1 - 3 Tervigons. Yeah it became swarm-like as the game went on, but 30 models is a good sign GW want to see hordes of Gribblies on the table as well.

"They got rid of the Doom of Malan'tai! How could they do this to me?!!"
Simple, they got rid of a character who was broken. Ever see a Tyranid army in a tournament without one? Point proven. For not much more than a basic Zoanthrope you got something that could do Psychic shriek to ALL units in a radius, in BOTH player turns, without ever having a downside to using it AND got stronger for doing so. I don't like seeing units get deleted from a Codex, but he was a crutch, plain and simple.

"They got rid of the Parasite of Mortrex too! How could they do this to me?!"
Said no one. Ever.

I can only remember seeing him 1 or 2 times mostly in a themed list with Warriors, Shrikes and Rippers. I heard someone complain about losing a Winged Synapse creature. Seems they forgot about the Hive Tyrant - but again, this falls into the "I always use the winged Tyrant in this way!" rather than "I need Synapse support for this stuff, maybe I can use the Tyrant?".

"But all the Bio-Artifacts suck!"
Not really, I just feel that they're costed properly. There's no auto-include artifact in this Codex, like there are in the previous 6th edition Codexes - Puretide Engram in Tau, Mantle of the Laughing God in Eldar, Black Mace in Chaos Marines, Grimoire in Daemons. I felt the same way about the Dark Angels artifacts, they're all middle of the road "handy if you need them and cool in some situations" kinda thing.

Considering how Synapse is, I'd expect people to start looking at the Norn crown, especially on a Winged Tyrant to help him support areas of the battlefield.

"Pyrovores are still rubbish! The internet told me they would be good!"
People were expecting AP3 / AP2 Pyrovores that could drop down in Spores and batter marines. They've gotten better in having AP2 melee attacks, but I see these more now as backfield "sweepers" and support. Keep them close to your home objective holders to clear up things like infiltrating Kroot, Orks, Scouts, etc.

"The Warlord table is rubbish too! Rolling a 1 is useless to me!"
Add more trees to your scenery collection then! Any time you don't include ruins, buildings, rivers / ponds, forests then you're limiting your game types. Understandably in Tournaments you don't get a say (unless you're Wood Elves in Fantasy, with your pet Forest). We're guilty for it at club (not including trees), mostly because we've not got many or that they're not in with the 40K scenery.

I think the rest of the traits are all pretty good. I've got a box of trees that I need to get on bases and I'll be adding them in regular rotation.

Other than that, I think the other Warlord traits are alright. As with most Warlord tables I've seen in Codexes, there's some that are "Meh" and some that are decent. That's why we roll a dice to see what you get!

"Tyranids can't take Rulebook Psychic Powers anymore? GIVE ME BACK BIOMANCY!"
Now, this is a touchy subject to a lot of people and one that will likely get FAQ'd back in.

Personally? I see the BRB powers as Warp based, to which the Tyranids should have no access to. Mechanically their Psykers function as everyone else does, to keep the rules simple, but I like the fact they've their own Psychic discipline. What I would have liked to have seen would be a few disciplines, rather than the one, which is why I think it will get FAQ'd.

The one I will conceed on is that Biomancy suits the Tyranids down to the ground and I expect them to get access back to it. If it doesn't happen, then I'm not going to lose any sleep, I'll just keep plodding on with the Codex powers.

Biomancy was a crutch for players to make their MCs nigh invulnerable, now you actually have to think about where your Psyker and MCs wade into / what units they get close to. Ultimately it's less about getting Iron Arm, Endurance, Warp Speed etc. and more about using the actual stats for the model you're using.

The reason why I think Nids will get Biomancy back, is that Chaos Daemons have access to it, and if you can have a Great Unclean One making himself Toughness Infinite, then Tyranid MCs should be able to as well.

"Scything talons are pointless now!"
When you consider pretty much every unit had Scything Talons and they're the "standard" Tyranid weapon, I can see the logic for toning them down. I wouldn't expect a Space Marine chainsword, the basic combat weapon, to have some kind of special rule or bonus involved with them that gives them rending or shred, for example (however fitting that maybe). It's just a loss you have to accept really in the grand scheme of it, however handy it was for the bugs.

-------

There's probably a ton more online hate that could be piled in here, but I've gone for the biggest and most vocal ones I've seen. I've not had a good enough read of the codex to go into too many specifics, so I could be wrong on some bits.

I'll probably also get a lot of flak for posting this off people who don't like the Codex, but personally I'm looking forward to finally painting my Nids (after starting them last January) and getting them on the table to play some games.

It's shook things up at least so we're not seeing the same 5th edition / early 6th edition lists over and over again with Swarmlord, Doom, min Gaunts, max Tervigon as troops, 3 Trygons, etc.

That's my two bob worth, anyone else fed up with the bile and hatred towards new codex and rules before they're even released properly?

So many people take rules snippets and debatable points out of context with the whole book or the grand scheme of the rules, it's getting really boring to hear.

If you like the models and the army, then use them and enjoy them. So what if something's more expensive than it was, so what if they've removed something from the codex, so what if something is different.

Get over it and enjoy playing toy soldiers.

Cheers,
SB

Friday, 10 January 2014

New Year, New Start - Blood Raven Captain

Morning all.

It's been a long while since I made a post on here. In this year I've had multiple projects to deal with at work, moved house and had another baby born, which has kept me from posting and away from hobby stuff mostly.

I'll keep this brief since I'm planning on doing a "here's my backlog and plans for the year post" soon.

It's been about 6 or 7 months since I last actually painted, but since new year I've managed to get some bits done. I finally got around to painting my magnetised Eldar vehicle weapons so that's all my Eldar army completely painted now.

Then the last few nights I wanted to paint an actual model as opposed to just weapons, so I had a Black Reach Marine captain lying around which I'd been wanting to use as a test for Blood Ravens paint scheme for a while.

It took me a lot longer than usual to paint him up, partly down to awkwardness of the model and details covering other details, but also trying to get a nice red colour on the armour.


Overall I think the black wash is too heavy, but that's also possibly down to where I left the model to dry in the new house (to keep my paint desk away from a grabby toddler) and also possibly because I've not painted for a while and slopped it on way too heavily.

I wasn't sure on what other colours to use for things like the banner and robes, as all I could find of Blood Ravens was black, red and cream along with green power sourcing.

I really enjoyed painting him though, was a welcome treat to paint a single model not tied to any army, although it's made me consider making a small Space Marine allied detachment of Blood Ravens.

So there we are. I'm going to try and get some Chaos Terminators painted up next and then that's the stuff on my paint desk cleared. After this, my aim for January is to get a test Firewarrior and Termagant painted up so I can decide on a colour scheme.

Hopefully I'll be a bit more regular with posting now things have eased up, but it'll mostly be hobby progress or thoughts on codexes / ebooks as playing time isn't much of an option currently.

Cheers,
SB

Monday, 9 December 2013

Warhammer 40k on a budget part 2

Progress on the heldrakes has come to a halt as my wife rather unhelpfully threw away her hair pins I had set aside for the 2nd & 3rd drakes arms.

If you read my last post the baby we were expecting was a girl.  I haven't had much free time to venture to the pound shops to get some replacements.  With heldrakes on the back burner and whilst my 19 month old slept my mind moved onto other shelved projects for something to do.





I bought these some time ago on good old flea bay for a steal, £6 including P&P.

For this I got 6 teams of 10 'rangers' including a squad leader & a variety of heavy weapon options.  I'm thinking autogun, plasma/melta & lascannon.




in addition to the basic bolter marine. (Apologies for the photo quality but they were taken quickly in case it was a long labour - it wasn't.  I suppose I could have just retaken them then -- but this has been put together whilst trying to get the toddler to sleep).



The poses are a little static for these guys but they make perfect models for thousand sons.       I didn't even need to buy the backpacks for these guys as I make use of my own or friends bitz boxes.  When it came to the aspiring sorcerers to lead each squad I wanted these models to be a bit more individual.  I bought 10 kromlech heads from ebay think they were £5 from flea bay, but a good deal I think for what you get.

A few chops here and a bit of green stuff later and I had my first 2 sorcerers:




Soon they will be ready to play alongside the big boys, which are currently sitting in my so far unused in 6th ed tzeentch daemons army box :



So, I have 2 squads of 10.  I plan to make another 2 squads & then decide what to do with the rest.  I was thinking of adding in 3 squads of 5 havocs and the last 5 for character/hq conversions and/or differently equipped sorcerers. 




What do you think--- not bad for £11 --- but would it be straying too far from the rubric ???



Monday, 18 November 2013

Warhammer 40,000 on a budget

Yes it can be done lol

Seeing as nothing has been posted on here in some time I thought I'd do a little post.

Warhammer 40k on a budget is not something I gave much thought to in the past.  If I wanted to add a new unit I'd just nip to my local GW on and pick it up - its dangerous having a store just round the corner but alas/thankfully it closed.  Most of my purchases were on a whim and a desire to build something there and then, usually at the weekend ready for a game on Monday.  With the closure of this shop I could think whether I really needed it and the whim of online purchasing wasn't the same.  Though I still got the occasional box or 2.  Its left me with a massive collection, too much,  but I just can't muster the strength to part with any :)

The crux of this post was with an unexpected arrival of my 3rd child (the others being 15 & 12) & consequently my wife leaving work there just isn't the money to purchase plastic krak anymore.  The speed at which codexes have been churned out hasn't helped either as its a must to keep your army current.  Then we decided baby 3 needed a playmate - baby 4 is due in 2 weeks yikes.

Anyway enough background to this post.With the release of the new chaos space marine codex I got a good deal on some cultists from eBay & was content with just adding these into my existing army, after a few conversions.  My friends bitz box came in handy for guard & empire stuff so thst was free.  It was only when my wife was clearing out the house that she came across some old kids toys.


 Mega blok dragons x2.  What a find !!!

I knew immediately what I wanted to do with these and a further route through the toy bin pile provided a few extra bits an pieces I would need.

Then it was time to stick the A-team music on loop.  With much blood, sweat and greenstuff along with many profanities when something went wrong, or I stuck my fingers together again for the seventh time.

Designers note:  you may get grief from your other half if you take bottle lids, all the drinking staws & other household items before they are finished with.

Eventually resulting in:



Maulerfiend - made this guy first purely for scary hitting power.

















Forgefiend - After many an immobilised result on the mauler i finally got around to making Mr Big Guns.















After these were made but before they were painted I bought another 1 of these dragons with 3 slightly different ones,  more suited to another daemon engine.  Have a look on ebay they go for next to nothing.  I saved money as they were a job lot on ebay :)

I've only just got around to making a start on the next project, which has proved to be a lot faster.

 Helldrake - just the left hand claw to finish on this monstrosity then I'll probably get the other 2 done before painting.

Hopefully it will look as good as the mauler & forge fiends once painted - they looked a mess to before painting.

















There's still much work to do but what do you guys think ?
Should I make another mauler or forge fiend ?
Would it make a huge difference to your decision if I told you that once finished I'll have 3 helldrakes & say 2 maulerfiens & 1 forgefiend for a total cost of £12?

Tuesday, 23 July 2013

X-Wing

Hi All,

Angryman here.  Last night I played X-Wing for the first time. 



For those of you who know nothing about the game (or have never heard of Star Wars................) its a space combat game between 2 factions, the rebels and the imperials.  you have a certain amount of points to spend on ships and upgrades, you can pick 'named' pilots or standard fighters etc.  You set the board up, you move, shoot and hopefully blast your enemy into space dust.  The game flows very well, its easy to pick up (I think the basics took me 30 mins) and you can usually get a game done in an hour or so.  Larger point games mean more 'named' pilots and upgrades etc so it can get a little bit more involved but its a lot of fun.
The best part is all the star wars quotes that you hear people saying, then you find yourself doing it.  The game is worth it just for that!!!

I'm looking to see what others think of the game, all comments welcome

Friday, 19 July 2013

MAWSCON and updates

Hi All,

Angryman here - 2 posts in 2 months, this almost a roll for me posting!!!

MAWSCON has moved to August 11th.  The medals have been ordered and will be ready for collection tomorrow.  The rules pack has been play tested and I've had some good feedback for the rules, all that's left to do is have the tournament!!

The club has received a free starter set for Empire Of The Dead, we'll hopefully start to play a few games once the rules have been digested.

The Blood Bowl league should be kicking off soon, people have been playing games in preparation, more news to follow once the league kicks off.

X-Wing will be getting its first run out at MAWS on Monday, I'm looking forward to this, I've heard nothing but good things about this game.

I don't think anything has been missed out but as usual, all comments welcome

Friday, 28 June 2013

What I Like Today - Azrael

Welcome to another WILT article for today, I've not had much chance over the last couple of days to get one done because I've been too busy. However, last night I was having a skim of the Dark Angels codex to check up some special rules I was unsure of and read Azrael's rules properly. I'd been using him in my last few lists in prep for a tournament soon but didn't realise he had a few of the extra rules.


Deathwing / Ravenwing
The original reason I chose to take Azrael was as a quick way of getting Deathwing and Ravenwing as scoring units, without me having to take both Belial and Sammael, as I don't own Sammael.

Azrael lets me take both for just over 200pts in one handy package.

The Protector
This is a suit of Artificer armour which also bestows a 6+ feel no pain, which means Azrael can happily tank wounds and deal with AP3 weaponry. The only downside is that it doesnt give the "Grand Master of the Dark Angels" the Eternal Warrior special rule.

Lion Helm
The Lion Helm is a cracking bit of wargear that gives Azrael's unit a 4+ Invulnerable save. Decent enough with a Tactical Marine squad, even better when you combine it with a big Imperial Guard platoon squad.

Warlord Traits
Azrael can choose any of the traits from the Dark Angels Warlord table, which is pretty handy too, as you can then tailor to what you need from the game. Personally I like the Feel No Pain within range of objective (although only on works on Dark Angels units) and also the modifiers to reserve rolls is quite handy too, so I can try and get Flyers on when I need to.

Rites of Battle
Something I didn't realise when I picked him is that he has the Rites of Battle special rule, meaning all units from the DA Codex use his leadership while he's on the table. Which means I don't have to be spending points on Veteran Sergeants in my units in order to get the LD boost on the unit.

Inner Circle
Azrael also has the Inner Circle special rule which makes him Fearless and also gives him benefits against Chaos Space Marine units.

Sword of Silence
Being a S6 AP3 weapon means that Azrael doesn't have to drop to 1 attack and use Krak Grenades against vehicles, which is pretty decent.

So that's it for now, so far I'm really enjoying my games using him, another WILT installment some time soon!

SB

(Song - "If You Love These People" from Man of Steel Soundtrack)

Friday, 21 June 2013

W.I.L.T - Ravenwing Bikers

Morning and welcome to another WILT installment! Yesterday in the post I got another 3 Ravenwing Bikers to get my Dark Angels w/ Guard allies list up to 1750 looking towards a tournament at the end of July.

It got me a bit excited to write about Ravenwing bikes and why I like them... So here's a few reasons.


1. Scoring
If I choose to take Azrael, it allows me not only some benefits to his unit, but also lets me take my precious Deathwing AND Ravenwing as scoring. It's great having a group of scoring bike units that are fast to get to places.

2. Fast
As I said above, Ravenwing are fast elements in my mostly static Dark Angels and Guard army. They can also Scout move allowing them to get further up the field meaning in a standard deployment, they can be 24" across the board in Turn 1.

It also means later on in the game, thanks to turbo boost and whatnot, they can be reaching objectives quite a distance away.

3. Hit and Run
Something I always forget about, but can be massively helpful is the fact they all have Hit and Run special rule. Meaning they can bang into a combat, do some damage, stick in during the enemy turn and then leave for a re-charge in my own turn.

4. Homing Beacon
Great in tandem with my Deathwing elements, especially combined with a Scout move and Turbo boost and hoping they survive until Turn 2. Or even reliable deep strike on Turn 1 Deathwing assault.

5. Firepower
A group of twin-linked rapid firing bolters can do a fairly decent amount of damage to small units, combine that with the 2 plasma guns I run and we're putting out a decent few shots for the unit. On top of that, adding the Banner that gives Salvo 2/4 nearby works on Ravenwing bikes as they're Relentless.

6. "Free" Landspeeder
The last thing I like about Ravenwing bikes is the ability to attach a Land Speeder if the squad is a full 6. This frees up my Fast Attack slots for other things or even more Bikes. This is handy since I've got a new found love for the Land Speeder.

So that's all for now about Ravenwing Bikes, maybe next week I'll delve into Azrael and Land Speeder Typhoons.

SB
(Song: Do I Wanna Know - The Arctic Monkeys)