Dienstag, 18. Mai 2010

Some paintwork

Giving the stuff I have to deal with every day, its a little wonder that I can spare some time for my blog. This time it will be some pics of my own miniatures and a paint job for Poke.

First of all my Mortheim Skaven Warband "Creeping Threat":


The Heroes Raging Claw (Black Skaven), Silent Paw (Assassin) and Lightning Claw (Black Skaven).


The sorcerer Warpsnout.


My Heroes Brave Heart and Iron Musk (Nightrunners).


2 of my henchmen from various henchmen groups like "Sewer Divers", "Tactical Retreaters", "Silent Berserks", and so on.


The Ratogre Neck-Smack.


On the following the paintjob (Night Lords Rhino) for Poke:


Right side and a little bit from the back (yes, the guy glued the backdoor himself).


Left side and the chaos boy´s back.


Front and left side again.


The thunderbolts a little bit nearer.

Montag, 5. April 2010

Back to Blog

Being cut off of the world wide synapse, I´ve been unable to write any articles on my blog. But now, creeping out of the unspeakable dephts and perils of an internet-less life, I´m back. This is just a brief warning of things I´ve missed to report about and which will befall upon those, foolish enough to enter this uncrypted blog-vaults:

- Warhammer 40k Batrep at 1850

- The rest of my Xenology Tyranid Articles

- Experience reports regarding Tyranid units in Battle

- My painting and converting progress

- Interesting Tyranid Army Lists and Ideas

- Selfmade free downloadable Tyranid Reference Sheet

- And many many more crazyness

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.