Dienstag, 16. Februar 2010

Xenology Tyranids 21 FA Spore Mine Cluster

Starting Abilities:
One ... everything just a 1! Well, what do you expect of a living bomb? When it explodes, you get a Large Blast with S4. The only thing is, that you have to deploy the models after selecting deployment zones but before any units are deployed. They also com via Deep Strike, so you are even more limited as they will probably scatter.

Conclusion:
Imo the worst Fast Attack choice, if not the worst in the whole Codex. We will see, how more clever Hive Minds then me can benefit from this unit.

Xenology Tyranids 20 FA Harpy

Starting Abilities:
Now this is a fat and ugly chicken! S5, T5, 4W, I5, 2A and a 4+Sv makes the Harpy the toughest Fast Attack Choice. As a Monstrous Creature it ignores Sv and re-rolls 1s to hit. Its firepower is not to be underestimated as the Harpy starts with a multishot middle range weapon, a long range Large Blast & Pinning gun and can suprise the enemy with its droppings. Yes, droppings! Once per game the Harpy may drop D3 Large Blast suprises with S4 on some unlucky opponents, the Harpy flew over ... ieeeeeeh!! Oh, and it has Wings in order to get to the party in time. Btw., birdy is Fearless and screeches so loud that it counts as equipped with Assault Grenades and any attacked unit halves its I for the reminder of the assault phase in which this "Screeching Chicken of Unglorious Death by Droppings" (SCUDD) assaults.

Options:
You can exchange the Large Blast weapon for a S9 Blast weapon or the middle range Stinger Salvo for Cluster Spines which gives you a Large Blast weapon wqith S5. Make the Harpy tougher with Regeneration or equip it with Poisoned A(4+) or Furious Charge.

Conclusion:
Wow, a nice choice. Its tough and can cloud the enemy in 2 Large Blasts per turn and additional d3 Large Blasts once per game. You can also keep a middle range weapon if you want to save some points. The Harpy can defend itself in cc and even win some combat against small units. Imo we will see more of them in tournaments, especially when GW makes it to produce a kit for this creature.

Xenology Tyranids 19 FA Gargoyle Brood

Starting Abilities:
Average stats as a Termagant but with Wings and very important: Blinding Venom. It means that every 6 on the to hit roll automatically causes a wound.

Options:
Upgrade your brood with Furious Charge or Poisoned A(4+)

Conclusion:
A quick moving unit with chances to get creatures down which are blessed with a high T. At this point value a nice choice, but unprotected they will perish like a Nurgle Deamon raiding a penicilin factory.

Xenology Tyranids 18 FA Sky-Slasher Swarm Brood

Starting Abilities:
Same as in my previous Ripper Swarm article, just with Wings.

Options:
Same as in my previous Ripper Swarm article, despite the Tunnel Swarm option.

Conclusion:
All Tactica and Thoughts mentioned in my previous Ropper Swarm article apply to this unit. But I would like to mention the following: If your Troops Choices are already full and you want to field some Swarms, this is your chance. With Wings you can also Deep Strike as you would have upgradet the Troops Swarms with the Tunnel Swarm option. But it costs you 3 points more than in the Troops Section. On the other hand the 3 points are well spent because you also get the unit type Jump Infantry which makes maneuvring easier. So you can get to the desired place of the table very quick.

Xenology Tyranids 17 FA Ravener Brood

Starting Abilities:
With WS5, S4, I5, 4A and two sets Scything Talons this guys are made for cc VS light units. Despite of their 5+Sv they should survive long enough with T4 and 3W to make some troubles. They have Acute Senses and can Deep Strike. As Beasts and with Move Through Cover they should be also quick enough to get to the party.

Options:
VS heavy infantry Raveners can be equipped with Rending Claws. With some luck you could get some 6es. Further options are Devourers, Deathspitters (both middle range weapons) and a nice Spinefist (giving them 4 shots at 12" per model)

Conclusion:
If you Deep Strike them, take care of parking them behind LOS blocking terrain pieces and if possible able to charge the enemy in the next turn. Maybe you want to Deep Strike infront the enemy end reward him with some Spinefist kisses. But if you deploy them at the start of the game, you should get every cover you can get as the opponent will learn how quick this unit can come into cc.

Xenology Tyranids 16 FA Tyranid Shrike Brood

Starting Abilities:
Almost as they brothers in the Troops Section, this creatures are nice too. Just check my previous Tyranid Warriors article. But this ones start with Wings, which makes them more effective regarding their movement and a 5+Sv.

Options:
Completely the same as the guys in the Troops Section, just a little bit more complicated in the description. But after studying this choice, you´ll understand that everything that is possible with the Troops Warriors is also possible with a Tyranid Shrike Brood.

Conclusion:
There is only one difference between the two choices. The Tyranid Shrike Brood costs 5 points more and gets Wings for that. Thats it. They´re quicker which makes them a more interesting choice when you decide to run a cc army.

Xenology Tyranids 15 TR Ripper Swarm Brood

Starting Abilities:
With I,WS&BS2 and a 6+Sv they are crap. But they can have a sense because of 3W and 4A. This swarms are Fearless and ... well ... Swarms. Unfortunatelly they are Mindless so they will mostly lose wounds if outer Synapse range.

Options:
Upgrade them as you wish. You can give them a Spinefist or Furious Charge, maybe even Poisoned A(4+). A interesting upgrade is to give them the Deep Strike Ability.

Conclusion:
You can use this guys in different ways. Charge some light infantry, you´ll get 5A per Model if you charge. Clean some mission objectives or contest them. Deep Strike infront of your opponent to distract his firepower or give your units a cover Sv under some circumstances. You could even Deep Strike and let the Spinefist speak ... 4 shots on 12" per Ripper Swarm base ... just imagine 10 of them Deep Striking 40 shots in a suprised aspect warriors unit ... HAR HAR HAR!!

Xenology Tyranids 14 TR Hormagaunt Brood

Starting Abilities:
Hormas! I like them. In charge you get an I5 attack for just 2 points. Yes, its true, because they cost 6 points each and have 2A. To make it more interesting they re-roll to hit 1s with their Scything Talons. With Move Through Cover and Fleet they should get at the enemy real soon. But that´s not enough, they also roll 3D6 when running and choose the highest. So the math sais, you should be able to charge an opponent within 17" (6" movement, 5" run and 6" charge). With 3 dice you have a 50/50 chance to roll a 6 on running, a 5 should be almost guaranteed ... except you´re not favoured by lady average and the dice deamons.

Options:
Give them Furious Charge or Poisoned (4+) if you want.

Conclusion:
Although you can´t upgrade them by adjusting Nids (except Synapse and Feel no Pain,...) they can be worth the points. Use them as quick units and suprise your opponent by charging on the spot you want.

Xenology Tyranids 13 TR Termagant Brood

Starting Abilities:
With a average profile and a 6+ Sv these are the ultimate sacrificial troops in the Codex. They come with a Fleshborer as a short range weapon and can Move Through Cover for more maneuvring effectiveness.

Options:
As a troop choice based on shooting you can equip your Termagants with 3 different short range weapons and 2 different middle range weapons with option of choosing pinning, twin linked and other suprises. You can even make them harder in cc by giving them poisoned attacks(4+) or furious charge.

The Scuttling Swarm:
Now this one is nice. For each Termagant unit you can get a Tervigon as troops choice. So 3 units Termagants allow you to field 3 Tervigon as troops, no matter the size of the Termagant units. With that beasts you will get hard troops for claiming mission objectives and get your Termagant units harder. Just check my previous Tervigon article.

Conclusion:
On first sight this little guys don´t seem interesting, but they can open you some options how to hurt your opponent really baaaaaaaad. You can buy this guys en masse and it won´t hurt you when you lose them. Their contra are their low stats but on the other hand they are troop choice and can win some cc just by outnumbering their opponents, and guys ... don´t forget the Tervigon.

Sonntag, 7. Februar 2010

Blood Bowl 4. Spiel Skaven VS Untote

Und wieder einmal ging es an einem schönen Wochenende an ein kleines Spielchen Blood Bowl. Die Untoten haben bis jetzt die numerische Überlegenheit und ich kämpfe stets hart um jeden Punkt. Aber hier erstmal wie sich das Spiel entwickelt hat:


Gleich im ersten Spielzug konnte ich Rene den Ball entreißen und ihn in meiner Hälfte in Sicherheit bringen. Rene entsandte einen Ghoul, es fehlte ihm jedoch die Bewegung um meine Ratte zu blitzen. Im nächsten Spielzug also eine wiederholbare 2+ zum ausweichen und die Party kann steigen.


Ja ne, ist klar. Ich würfle eine Doppeleins und der Ghoul kann punkten ... super! 1-0 für die Untoten.


Ich mache einige Manöver, vergeige aber die Ballaufnahme. Wieder entsendet Rene einen Ghoul.


Ich beschäftige das Mittelfeld und versuche über die linke Flanke vorzudringen, welche Rene bald unter Druck setzt. Also werfe ich den Ball perfekt zu einer meiner Geschick 4 Ratte welche das Leder natürlich wieder nicht fängt.


Trotz Bedrängnis kann ich den Ball auf die linke Flanke zurückwerfen und kann bald auf 1-1 ausgleichen.


Zu Beginn der zweiten Halbzeit formiert Rene gleich mal seinen altbewährten Knochenkasten und rückt unglaublich langsam vor.


Jeglicher Widerstand wird mit Leichtigkeit beseitigt und mir wird klar, warum dieser Vorstoß so langsam vonstatten geht. Rene will an meiner Touchdownlinie seinen Knochenkasten beibehalten und danach nur mehr Blocken um im 8. Spielzug auf 2-1 zu erhöhen und mich einer Ausgleichschance berauben. Aber als Skaven denke ich gerissen und erlaube ihm seinen Knochenkasten an meiner Touchdownlinie aufzubauen. Denn ich habe einen Plan.


Der Plan geht auf, als er tatsächlich diese Strategie verfolgt. Allerdings komme ich mit einem abstrakten Zug seinem Plan voraus und Blocke einen Untoten im 6. Spielzug so, daß ich seinen Ghoul mit dem Ball in die Touchdownlinie hineinschubse und damit für ihn den Punkt erziele. Damit steht es 2-1 und ich habe noch genau 2 Spielzüge Zeit um auszugleichen.


Alles oder nichts! Ich blocke auf beiden Seiten einen Untoten und flitze mit meinen Läufern 9 Felder vor. In Renes Zug kann er einen Flitzer zu Boden werfen, doch der andere stellt sich in die Touchdownlinie und versucht den Ball zu fangen. Der Wurf gelingt perfekt und das Fangen mit einer ungebrauchten Trainingsmarke auch. 2-2 Der Plan mit dem taktisch wertvollen Eigentor hat super funktioniert und ich bin wieder im Spiel.


Ich positioniere nur die 3 Pflichtspieler in die Todeszone, der Rest wartet hinten. Trotz 11 Untoten und 1 sehr üblen Foul (wie man auf dem Photo sehen kann) werden meine Ratten maximal nur betäubt.

Nach dem Spiel ist Renes Team auf 15 Untote angewachsen und ein Verfluchter steigert auf Geschick 4. Bei mir ändert sich nichts, aber im nächsten Spiel rechne ich bei 3 von meinen 13 Spielern mit einer Steigerung. Langsam wird es aber dennnoch eng, da Rene viele Verluste schlucken kann, während mir jeder Spieler in der KO Box weh tut und seine Spieler zum ersten schwerer zu töten und zum zweiten billiger nachzukaufen sind. Mal sehen was die Zukunft bringt. Im moment steht es:

1 Sieg für Rene
1 Sieg für meine Skaven
2 Unentschieden

Dienstag, 2. Februar 2010

Xenology Tyranids 12 TR Genestealer Brood

Starting Abilities:
WS6, S4, I6, 2A, and Rending makes them a very nice cc unit. They should get to the enemy real soon as they have the special rules Fleet, Infiltrate and Move Through Cover. You can even make a Flankcharge with their Infiltrate ability. The Genestealers ignore Instinctive Behaviour and have two nice psychic powers, if you chose the option of a Broodlord.

Options:
Upgrade your models with Scything Talons, Adrenal Glands or Toxin Sacs, get them all if you want. But a really neat option is to take the Broodlord as a unit character. And this guy is tough. WS7, S5, T5, 3W, I7, 4A. You can even upgrade him with Scything Talons, Implant Attack and Acid Blood. And just don´t forget his psychic powers. -1Ld to enemy units within 12" (cumulative) and a chance that a model in base contact can´t strike this cc phase. Just choose the guy with the big fist or the one who looks like Wolverine.

Examples:
Flankstealers:
If you upgrade this unit or not doesn´t matter. The sense is to strike hard and fast in order to clean one flank (with any mission objectives) and make it easier to win the game.

Lifestealers:
Scything Talons (re-roll 1s to hit)
Adrenal Glands and Toxin Sacs (Furious Charge and Poison 4+)
Broodlord with Scything Talons and Implant Attack

Conclusion:

This is a hard hitting unit but due to the lack or armour (5+ and 4+ Broodlord) you will need to use every cover you can get.

Xenology Tyranids 11 TR Tyranid Warrior Brood

Starting abilities:
T4, 3W and a 4+ Sv makes them average. Well, the Toughness isn´t high and the Sv can be ignored by many weapons, if not ignored, you can count 50% of your armour Sv failed. They´ve got a middle range 3-shots weapon and scything talons. But what makes them really cool is, that they are Troop choice and Synapse Creatures. Of course they have the Shadow in the Warp.

Options:

With the options, you can define your brood in a certain direction. Which role will they have omn the battlefield? Cc Warriors with rending claws, boneswords, tentacle whip and the apropriate biomorphs or will you concentrate on their middle range firepower with the option to take a long range waepon? Unfortunatelly you can´t mix the upgrades in order to redirect wounds, instead you must upgrade the whole Brood in the chosen direction.

Examples:
cc Warriors:
Boneswords (no Sv)
Scything Talons (re-roll 1s to hit)
Adrenalin Glands & Toxin Sacs (furious Charge and Poison 4+)

"Firewarriors":
1 Barbed Strangler or Venon Cannon (depending on the opponent)
Spinefist or Deathspitter or you may just keep the Devourer

Allrounders:
Lash-whip and Bonesword (-1A for enemies in base contact and no Sv)
1 Barbed Strangler or Venon Cannon (depending on the opponent)
Scything Talons (re-roll 1s to hit)
Adrenal Glands (Furious Charge)

Conclusion:
This is the most flexible Troops choice in the Codex. Ok, you can upgrade other choices too, but the Warriors can get a Tyranid Prime to increase them even further and with a wise usage of cover Sv they will survive long enough to be a real pain in the ass for your dear opponent.

Montag, 1. Februar 2010

Xenology Tyranids 10 EL Ymgarl Genestealer Brood

Starting Abilities:
Very nice cc unit. With WS6, S4, I6 and 2A with rending, this guys can make your day. They have Brood Telepathy and thus ignore Instinctive Behaviour, but it even gets better.

Special Rules:
With Move Through Cover and fleet you should be able to get to the enemy really soon. In addition, they can start the game Dormant, which means, that they are not deployed with the rest of your army, instead you secretly write down in which piece of terrain they are lying dormant in. When available from reserve, they are deployed within this terrain and can move and assault in the same turn they arrived. So they are a perfect sneaky unit. The only thing is, if the terrain is occupied by enemies when the Ymgarl killers come into game, all models which can´t be deployed in this piece of terrain are destroid.
Another thing that makes them great is their Alter Form rule which forces you to upgrade your Genestealers for free. Each cc phase they can choose between +1S, +1A and +1T, but not the same alteration in two consecutive player turns.

Conclusion:
A very good and unpredictible unit (well, for the enemy) which can strike fast and furious. With luck, you will be able to get the whole brood into cc without losing even one of your precious Ymgarl Genestealers to enemy fire. But it is also risky, because of the terrain you have to choose. If it´s occupied, they go straight to hell.

Xenology Tyranids 9 EL Pyrovore Brood

Starting Abilities:
With T4, 2W and a 4+Sv the Pyrovore is everything else but a hard nut. It´s avarage. But the weapons and biomorphs make the difference. This is a short range specialist. With the Flamespurt it can fire a Template with S5 and AP4. Its only naturally that the Pyrovore comes into cc, so the only one attack with which this creature can strike ignores Sv and when the Pyrovore is slain by a wound that inflicts instant death, it can deal additional damage. If this creature survives a cc phase, it also can deal damage to all enemy models in base contact.

Conclusion:
I´m not sure if this creature can earn its points in battle, because it has to come into close range to fire its main weapon. Thats the theory, we´ll see what the praxis brings. I don´t expect to see many Pyrovires at tournaments, but let´s see what other Hive Mindes can do with this creature.

Xenology Tyranids 8 EL Zoanthrope Brood

Starting Abilities:
With T4, 2W and a 5+Sv he is easy prey for the enemies of the Swarm. To compensate this, the Zoanthrope has a Warp Field which grants a 3+ invunerable Sv. Important for the swarm is his synapse and a bonus vs enemy psykers Warp Field.

Psychic Powers:
This is what makes a Zoantrophe interesting. With Warp lance we have a s10 Lance waepon at BS4 against tanks. So no more Land Raiders as a pain in the ass for most hives. There is no better Front than 12, that means a 2 for a glancing hit and a 3+ for a pretty blown up tank with AP1. Against Marines and other partykillers with a 3+Sv, the Zoantrophe can also throw a S5 AP3 Blast.

Conclusion:
Not the best characteristics, but our best chance to get enemy tanks out of action at long range. In cc we always can count on our Monstrous Creatures, but on long range, Zoantrophes are the best we can field into battle.

Xenology Tyranids 7 EL Venomthrope Brood

Starting Abilities:
The Venomtrophe is a defence specialist. As such it has to be used in a defensive role. With Lash Whips it can slow down your opponents effectivness in cc and maybe kill some models with his 2 attacks and toxic Miasma.

Special Rules:
Venomthrope´s attacks are poisoned (2+) but the one thing this creature is made for is the Spore Cloud which grants any friendly units within 6" a 5+ cover Sv and they count as being armed with defensive grenades VS enemy non-vehicle units. Besides any non-vehicle units that charge one of these units within 6" has to take a dangerous terrain test. The benefit is lost, if the Venomthrope gets slain, so take care of this unit. Place the creature behind other LOS blocking creatures or give it a 4+ cover Sv from other of your units infront of the Venomthrope.

Xenology Tyranids 6 EL Lictor Brood

Starting Abilities:
In the new codex, Lictors can be fielded in units of 1 to 3 models, which makes them a better hitting unit. Starting the game in reserve they can be placed anywhere on the table but more then 1" from enemy units. They can´t move or assault in the turn they arrive but they can shoot. Something new compared to the old Codex. Now they can shoot with their flesh hooks which make 2 S6 shots with rending. As ever they are effecting your units in reserve which get +1 to their reserve rolls (not in the same turn, the lictor himself has arrived from reserve)

In cc Lictors excel with rending claws and scything talons, hitting everything in cover on initiative and special rules like hit and run. To get faster to the party he hast Fleet and Move Through Cover.

Tactics:
In further articles I will explain how to use units hand in hand with other units, but I feel the urge to give some advice regarding the Lictors. Maybe its tempting to place the Lictor within the range of his Flesh Hooks in order to kill one model or two. But what will happen after that? With 5+Sv and 3W per Lictor a 3 Lictors unit will possibly survive the shooting phase, but it will be crippled and reducet to one or maybe 2 models. They won´t survive the following cc phase. I suggest to place them behind cover or in a forrest. With Move Through Cover and Fleet they will be in cc next turn but increasy their survivability through the 4+ cover Sv. So don´t rush with this unit, you can do this only as a distraction or when you are following a cunning plan. But more of this in my tactic articles after the Xenology Tyranids articles.

Xenology Tyranids 5 EL Hive Guard Brood

Starting Abilities:
T6, but only 2W and a 4+ aSV. Staying behind cover and using the impaler cannon should be the best wey to use them. You can´t upgrade a Hive Guard Brood any further so all you can get from this creatures are the stuff they start with. But what they can is phantastic. With the impaler cannon you can throw 2 S8 shots at your enemy without needing any LOS. The target also gets cover Sv only when it is in direct contact with the cover which has to be between the Hive Guard and the target. The Brood comes in a unit between 1 and 3 models, so you can maximise your firepower. As they try to get into cc as soon as possible, enemy transports are the prime target for this unit. Having an armour between 10 and 12 they are the prime targets for Hive Guards.