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.
Welcome, foolish reader. Prepare to lose the rest of your shattered mind if you dare to go deeper into this Blog. Wisdom and knowledge about tabletop strategies, assembling and painting await those, brave enough to risk their sanity. So enter, but don´t moan you haven´t been warned!
Montag, 1. Februar 2010
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.
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.
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.
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.
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.
Sonntag, 31. Januar 2010
Xenology Tyranids 4 HQ Tyranid Prime
Starting Abilities:
As the best a Tyranid Warrior can get, the Tyranid Prime has T5, 3W and a 3+Sv. Equipped with a middle range waepon and scything talons he the weakest HQ choice, but excells in his own way. He is an independent char and raises WS & BS of a unit Tyranid Warriors he joins. And of course he is a Synapse Creature and has the Shadow in the Warp rule vs psykers.
Options:
With his 4A he has the option to get a pair of boneswords ... no Sv for the enemy and instant death test with 3D6. Thats just what you need! Go and chase some Characters! If you don´t like this, you can also choose between rending and one bonesword & lash whip. Which way do you want to go? Change the Devourer for rending or scything claws, maybe spinefist or deathspitter? You can also give him furious charge, poisoned attacks or regeneration.
Examples:
Shooty Warrior:
Give him a Deathspitter and join a large Tyranid Warriors unit, so they can benefit of the increased BS. Maybe a lashwhip for stealing the attacks from charging enemies.
cc Assassin:
Join a Tyranid Warriors unit to increase their BS&WS if you want.
Pair of Boneswords to get nasty VS charas
Scything Talons for re-rolling each 1 on to hit rolls
Adrenalin Glands for furious charge (you won´t need poison any more)
Allrounder:
Join a Tyranid Warriors unit to increase their BS&WS
Pair of boneswords (you already know why)
Deathspitter (3 S5 shots at BS4 + some additional stuff from the unit you joined)
Furious Charge only in case you intend to charge something.
Conclusion:
This creature seems to be the weakest HQ choice but its just cool.
1. As a independent chara it can hide in units so your synapse can´t be broken so easily.
2. He is the only HQ choice which can choose 2 Bonswords and benefit from the 3D6 test against instant death
3. Your Tyranid Warriors get deadlier when he increases their abilities
4. He is a cheep HQ choice with multi effects and synapse function.
5. When he joins a large Tyranid Warriors unit, he will survive long enough (if you keep being in cover for terrain or Venomthrope) so you don´t need the regeneration he can get.
As the best a Tyranid Warrior can get, the Tyranid Prime has T5, 3W and a 3+Sv. Equipped with a middle range waepon and scything talons he the weakest HQ choice, but excells in his own way. He is an independent char and raises WS & BS of a unit Tyranid Warriors he joins. And of course he is a Synapse Creature and has the Shadow in the Warp rule vs psykers.
Options:
With his 4A he has the option to get a pair of boneswords ... no Sv for the enemy and instant death test with 3D6. Thats just what you need! Go and chase some Characters! If you don´t like this, you can also choose between rending and one bonesword & lash whip. Which way do you want to go? Change the Devourer for rending or scything claws, maybe spinefist or deathspitter? You can also give him furious charge, poisoned attacks or regeneration.
Examples:
Shooty Warrior:
Give him a Deathspitter and join a large Tyranid Warriors unit, so they can benefit of the increased BS. Maybe a lashwhip for stealing the attacks from charging enemies.
cc Assassin:
Join a Tyranid Warriors unit to increase their BS&WS if you want.
Pair of Boneswords to get nasty VS charas
Scything Talons for re-rolling each 1 on to hit rolls
Adrenalin Glands for furious charge (you won´t need poison any more)
Allrounder:
Join a Tyranid Warriors unit to increase their BS&WS
Pair of boneswords (you already know why)
Deathspitter (3 S5 shots at BS4 + some additional stuff from the unit you joined)
Furious Charge only in case you intend to charge something.
Conclusion:
This creature seems to be the weakest HQ choice but its just cool.
1. As a independent chara it can hide in units so your synapse can´t be broken so easily.
2. He is the only HQ choice which can choose 2 Bonswords and benefit from the 3D6 test against instant death
3. Your Tyranid Warriors get deadlier when he increases their abilities
4. He is a cheep HQ choice with multi effects and synapse function.
5. When he joins a large Tyranid Warriors unit, he will survive long enough (if you keep being in cover for terrain or Venomthrope) so you don´t need the regeneration he can get.
Xenology Tyranids 3 HQ Tervigon
Starting Abilities:
Another Monstrous creature with T6 and a 3+ Sv but with excellent 6W. Also a synapse creature, psyker and a shadow in the warp guy, the Tervigon is a gants specialist. Before he moves he can spawn termagants within 6" which can move, shoot and charge. So if you have enemies within 17,99" range you have a unit to charge with. There is a chance that something goes wrong by spawning Termagants in which case the Tervigon can´t spawn anymore for the reminder of the game. As a Progenitor the Tervigon grants the benefits of his furious charge and poison attacks (if upgraded) to all Termagant units within 6" in addition they have the counter attack rule. But take care of your Tervigon, because if he gets slain, the surrounding Termagaunts can get serious damage. He can increase his synapse range to 18" on a psychic test and is equipped with a middle range S5 weapon.
Options:
You can equip this creature to increase his cc potential with talons or crushing claws and a lot of biomorphes. You can even upgrade his stinger salvo into a large blast weapon.
Psychic Powers:
Take one or both: give one of your units the ability to run AND shoot. Feel no Pain on a friendly unit within 12"
Conclusion:
The Tervigon is a supporter, but he can also take care of himself. Wisely played he can help you win in critical situations. Just by upgrading your Termagaunts or making a suprise attack of a fresh spawned breed. On the other hand he can help your units survive longer with feel no pain. A perfect supporter. In cc he hast 4-8 attacks, depending on the options you take. But beware. If he dies, he can take a lot of your Termagants with him to hell.
Another Monstrous creature with T6 and a 3+ Sv but with excellent 6W. Also a synapse creature, psyker and a shadow in the warp guy, the Tervigon is a gants specialist. Before he moves he can spawn termagants within 6" which can move, shoot and charge. So if you have enemies within 17,99" range you have a unit to charge with. There is a chance that something goes wrong by spawning Termagants in which case the Tervigon can´t spawn anymore for the reminder of the game. As a Progenitor the Tervigon grants the benefits of his furious charge and poison attacks (if upgraded) to all Termagant units within 6" in addition they have the counter attack rule. But take care of your Tervigon, because if he gets slain, the surrounding Termagaunts can get serious damage. He can increase his synapse range to 18" on a psychic test and is equipped with a middle range S5 weapon.
Options:
You can equip this creature to increase his cc potential with talons or crushing claws and a lot of biomorphes. You can even upgrade his stinger salvo into a large blast weapon.
Psychic Powers:
Take one or both: give one of your units the ability to run AND shoot. Feel no Pain on a friendly unit within 12"
Conclusion:
The Tervigon is a supporter, but he can also take care of himself. Wisely played he can help you win in critical situations. Just by upgrading your Termagaunts or making a suprise attack of a fresh spawned breed. On the other hand he can help your units survive longer with feel no pain. A perfect supporter. In cc he hast 4-8 attacks, depending on the options you take. But beware. If he dies, he can take a lot of your Termagants with him to hell.
Xenology Tyranids 2 HQ Tyrant Guard Brood
Starting Abilities:
T6 but "just" 2W and a 3+Sv. These guys need protection even though they´re made for protecting the Hyve Tyrant. So watch out for cover Saves. With Rending and reroll all 1s to hit in cc they are not so bad, although they don´t ignore Sv if they don´t roll a 6 to wound. If the guarded Hive Tyrant dies these guys become really nasty. They get the furious charge and rage rule, so don´t mess up with them.
Options:
Unfortunatelly you must upgrade your entire brood so you can´t mix lash wips and bone swords. But just think about it: bone swords and rending - just like a baby tyrant. CAN rock and make your day.
T6 but "just" 2W and a 3+Sv. These guys need protection even though they´re made for protecting the Hyve Tyrant. So watch out for cover Saves. With Rending and reroll all 1s to hit in cc they are not so bad, although they don´t ignore Sv if they don´t roll a 6 to wound. If the guarded Hive Tyrant dies these guys become really nasty. They get the furious charge and rage rule, so don´t mess up with them.
Options:
Unfortunatelly you must upgrade your entire brood so you can´t mix lash wips and bone swords. But just think about it: bone swords and rending - just like a baby tyrant. CAN rock and make your day.
Xenology Tyranids 1 HQ Hive Tyrant
Starting Abilities:
With T6, W4 and a 3+ Sv an hard nut to crack. Born for cc with lash whip, bonesword and scything talons. Being a monstrous creature he ignores Sv. The important thing about this guy is that he is a synapse creature, holding your Nids where they should be instead of falling into instinctive behaviour. Shadow in the warp is essential as many armies nowadays have strong psychic powers, although it has a range of 12" its very important.
Psychic Powers:
You can choose two powers out of a pool of 4. Depending on the army you´re playing against there are moral check-fall back, AP2 hits which can regenerate your W, reducing WS and BS to 1 and Ld test-suffer wound without armour.
Will you play offensive and kill models or will your tyrant have a psychic supporting role?
Options:
Here you can definately increasy his chances in cc or make a shooty monster of him. Mostly with AP5 you can throw a lot of shots at the enemy (lots of shots or templates), relying on the opponent failing his Sv or just right out kill softer targets like Orks or Imps. You can make him re-roll all missed cc attacks, give him furious charge, poisoned attacks, let your cc opponent make an I test for each inflicted wound, instant death, automatic wounds for in base contact enemy models. Or just give your units within 6" the preffered enemy rule. Make your tyrant tougher with regeneration, force units to make a Ld test if they want to charge you or a 2+ Sv. You can also give +1 to your reserves.
Examples:
Shooty Tyrant:
The Horror (if not Fearless units get to close)
Leech Essence (just in case for upgraded regeneration)
Haevy Venom cannon & Brainleech Worms (against tanks and light tanks)
Stranglethorn cannon & twin-linked deathspitter (vs soft targets with pinning)
any Thorax Swarm (Templates are so cool. Choose between S5, wound on 2+ or rending)
Cc Tyrant:
2 scything talons (re-roll missed cc to hit rolls)
Old Adversary (preffered enemy 4 all Nids within 6")
Biomorphs (Take as many as you want: Furious Charge, poison, instant death,...)
Wings (just to get to the party in time)
Allrounder:
Leech Essence (upgraded regeneration)
Paroxym (WS & BS 1 on a enemy unit just to make it easier)
Stranglehorn cannon (with S6, large blast for large targets and pinning 4 everyone)
Old Adversary (preffered enemy 4 all Nids within 6")
Adrenal Glands, toxic miasma (furious charge, additional attacks)
Armoured Shell (2+ Sv)
Conclusion:
With a Hive Tyrant you have a monster which can easily slay through haevy and light infantry and tanks in cc. You can also equip him with firepower which can hurt tanks and infanty as well. Just don´t forget the pinning with the stranglehorn cannon. He can survive long with a armoured shell, regeneration and leech essence. And the most important thing is his synapse. So guard him well! If you do this with cover saves or a Tyrant Guard Brood is your choice.
Next to come: Tyrant Guard Brood
With T6, W4 and a 3+ Sv an hard nut to crack. Born for cc with lash whip, bonesword and scything talons. Being a monstrous creature he ignores Sv. The important thing about this guy is that he is a synapse creature, holding your Nids where they should be instead of falling into instinctive behaviour. Shadow in the warp is essential as many armies nowadays have strong psychic powers, although it has a range of 12" its very important.
Psychic Powers:
You can choose two powers out of a pool of 4. Depending on the army you´re playing against there are moral check-fall back, AP2 hits which can regenerate your W, reducing WS and BS to 1 and Ld test-suffer wound without armour.
Will you play offensive and kill models or will your tyrant have a psychic supporting role?
Options:
Here you can definately increasy his chances in cc or make a shooty monster of him. Mostly with AP5 you can throw a lot of shots at the enemy (lots of shots or templates), relying on the opponent failing his Sv or just right out kill softer targets like Orks or Imps. You can make him re-roll all missed cc attacks, give him furious charge, poisoned attacks, let your cc opponent make an I test for each inflicted wound, instant death, automatic wounds for in base contact enemy models. Or just give your units within 6" the preffered enemy rule. Make your tyrant tougher with regeneration, force units to make a Ld test if they want to charge you or a 2+ Sv. You can also give +1 to your reserves.
Examples:
Shooty Tyrant:
The Horror (if not Fearless units get to close)
Leech Essence (just in case for upgraded regeneration)
Haevy Venom cannon & Brainleech Worms (against tanks and light tanks)
Stranglethorn cannon & twin-linked deathspitter (vs soft targets with pinning)
any Thorax Swarm (Templates are so cool. Choose between S5, wound on 2+ or rending)
Cc Tyrant:
2 scything talons (re-roll missed cc to hit rolls)
Old Adversary (preffered enemy 4 all Nids within 6")
Biomorphs (Take as many as you want: Furious Charge, poison, instant death,...)
Wings (just to get to the party in time)
Allrounder:
Leech Essence (upgraded regeneration)
Paroxym (WS & BS 1 on a enemy unit just to make it easier)
Stranglehorn cannon (with S6, large blast for large targets and pinning 4 everyone)
Old Adversary (preffered enemy 4 all Nids within 6")
Adrenal Glands, toxic miasma (furious charge, additional attacks)
Armoured Shell (2+ Sv)
Conclusion:
With a Hive Tyrant you have a monster which can easily slay through haevy and light infantry and tanks in cc. You can also equip him with firepower which can hurt tanks and infanty as well. Just don´t forget the pinning with the stranglehorn cannon. He can survive long with a armoured shell, regeneration and leech essence. And the most important thing is his synapse. So guard him well! If you do this with cover saves or a Tyrant Guard Brood is your choice.
Next to come: Tyrant Guard Brood
Mittwoch, 27. Januar 2010
Hive Fleet Arachnia & Xenology Tyranids
There comes a time,
where we heed a certain call.
When the hive, must come, together as one.
There are people dying.
And its time to lend a claw,
to DNA, the greatest gift of all.
....
WE ARE THE BUGS.
WE ARE THE NIDS, MAN.
WE ARE THE ONES WHICH NEED THE DNA,
SO LET´S START KILLIN´.
THERE´S NO CHOICE WE´RE MAKING.
WE´RE LOSING OUR OWN LIVES.
IT´S TRUE WE´RE COLLECTING DNA.
JUST YOU AND ME.
Ok, guys. This is nothing about Michael Jackson and "We are the World", but it´s about my new army:
T Y R A N I D S
Its the Hive Fleet Arachnia approaching to my local store and consuming my mind. In future articles I will introduce my fleet with pics about Battle Reports, painting and assembling the fleet.
Other articles to come about the Tyranids will be the Xelology Tyranids articles. Here I will pick one army list entry after another and write my thougths about them. How to use the options, which upgrades work together and so on. After studying the possible uses of the creatures on the battlefield, I will post some reccomendation how those can work hand in hand in order to get maximum DNA out of those who stand in the way of a hive.
So stay tuned, I´m studying the hive tyrant for my first article Xenology Tyranids
where we heed a certain call.
When the hive, must come, together as one.
There are people dying.
And its time to lend a claw,
to DNA, the greatest gift of all.
....
WE ARE THE BUGS.
WE ARE THE NIDS, MAN.
WE ARE THE ONES WHICH NEED THE DNA,
SO LET´S START KILLIN´.
THERE´S NO CHOICE WE´RE MAKING.
WE´RE LOSING OUR OWN LIVES.
IT´S TRUE WE´RE COLLECTING DNA.
JUST YOU AND ME.
Ok, guys. This is nothing about Michael Jackson and "We are the World", but it´s about my new army:
T Y R A N I D S
Its the Hive Fleet Arachnia approaching to my local store and consuming my mind. In future articles I will introduce my fleet with pics about Battle Reports, painting and assembling the fleet.
Other articles to come about the Tyranids will be the Xelology Tyranids articles. Here I will pick one army list entry after another and write my thougths about them. How to use the options, which upgrades work together and so on. After studying the possible uses of the creatures on the battlefield, I will post some reccomendation how those can work hand in hand in order to get maximum DNA out of those who stand in the way of a hive.
So stay tuned, I´m studying the hive tyrant for my first article Xenology Tyranids
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