tag:blogger.com,1999:blog-33634843200761991422024-03-13T21:25:21.884+00:00Derpzilla GamingOrphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.comBlogger19125tag:blogger.com,1999:blog-3363484320076199142.post-30484158171135257672014-03-30T13:06:00.001+01:002014-03-30T13:07:08.728+01:00Tyranid Dimachaeron and Other FW KitsBeen a while since I posted but decided I'd share some of the new models coming down the pipe from FW<br />
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First up, and of most interest to me, is the new Tyranid Dimachaeron<br />
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Next we have the Dread Saurian for WHFB (also of interest to me). <br />
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And then we have two large Imperial Walkers. One a Siege Automaton for the Mechanicus, the other a Knight Titan variant, the Lancer.<br />
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There are also some Legion specific upgrade kits coming (torsos/heads/etc.)Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-62171953117995821182014-01-22T21:47:00.001+00:002014-01-22T21:47:23.660+00:00Tau Tigershark AX-1-0<div class="separator" style="clear: both; text-align: center;">
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Deciding that we should have an Apocalypse battle before CA55EN goes traveling, we all agreed that we should each use at least one Super-Heavy each. Considering a Manta is way out of my price range, there was really only one choice for the Tau; a Tau Tigershark AX-1-0.</div>
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<a href="http://2.bp.blogspot.com/-R6nm2xb1NVU/UuAiWVL1lxI/AAAAAAAAANg/b3801GAtqeU/s1600/tau+001.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-R6nm2xb1NVU/UuAiWVL1lxI/AAAAAAAAANg/b3801GAtqeU/s1600/tau+001.JPG" height="298" width="400" /></a></div>
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The model arrived in decent condition with only some mild warping to fix. It comes in less parts than I had expected, with only the weapons, engines, and cock pit needing assembly. The most awkward thing I foresee is removing all the resin gates but even that will just require a saw and files.<br />
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The game won't be taking place for a while yet, so I'll work out how to base it next week perhaps. The base provided is a GW Flying Base which is much too small to support the Tigershark. I'm thinking some clear plastic rod and a wooden base should suffice.<br />
<br />
I'll post the finished model when its assembled, and give a review of how I found making it.<br />
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<br />Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-51202566155330813712014-01-22T14:31:00.000+00:002014-01-22T14:31:51.865+00:00Tyranid Review: Final Thoughts and Army Lists<!--[if gte mso 9]><xml>
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<br />
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<span style="font-size: small;"><span style="font-family: inherit;">Now
its time to bring it altogether. I've reviewed each section of the
FOC, giving my thoughts on each unit and rating how useful they would
be. As you'd expect, what units I feel are best in each section aren't
always going to be the auto-includes in the lists we build. An example
is Hive Guard. I felt Hive Guard were our best unit in the Elites slot,
but I found myself taking them rarely in the lists I concocted. This is
not because they were a terrible unit, but because they didn't synergise
well with the lists. Zoanthropes were needed to provide extra Synapse
and Venomthropes were needed to protect the rest of the army, which
often left no more Elite slots open.</span></span></div>
<div class="MsoTitle">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-IIeWMwHnZls/Ut_O8DUKU5I/AAAAAAAAANE/E5vLfFWJsVs/s1600/tau.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-IIeWMwHnZls/Ut_O8DUKU5I/AAAAAAAAANE/E5vLfFWJsVs/s1600/tau.png" height="297" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Tau forces battle Hive Fleet Gorgon</td></tr>
</tbody></table>
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<span style="font-size: small;"><span style="font-family: inherit;">While writing lists I found that Synapse was a consistent
problem.
With Hive
Tyrants and Zoanthropes being the only reasonably costed Synapse
Creatures, I found that you
really needed to just suck it up and field some of the less cost
effective
options. As a result, I feel that I may have undersold the other Synapse
units.
Tervigons and Warriors are particularly useful as they are able to
capture
objectives. I found that I was taking a Hive Tyrant, Tervigon, 30
Termagants,
and at least one Zoanthrope Brood in literally every list, which I have
started
using as a core to the army before adding other units. Similarly, I feel
I
undervalued Genestealers, Lictors, Harpies, and Hive Crones as they are
not as dependent on synapse as the rest of the army. Hive Crones are
invaluable for dealing with Flyers. Outside of Fortifications, we don' t
have many other options, so two of them almost always found their way
into the lists. However, if you want to use Fortifications then a Firestorm Redoubt placed slightly ahead of your deployment should be quite effective. Putting a brood of Zoanthropes inside will help protect them, while extending the Synapse bubble a few extra inches. The attached guns also don't need to be fired manually, which will allow us to use them even if we go back to our 5th edition FAQ limitations.</span></span></div>
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<span style="font-size: small;"><span style="font-family: inherit;">Before
getting into the lists, I'd like to point out that these were built
largely with my meta in mind. There are a wide range of armies played in
my group, with various playstyles. There will obviously be more optimal
builds against specific opponents and I can't just assume that every
opponent is a Taudar player, etc. I've tried to make the lists as
balanced as possible, so they should work well as a base which can then
be altered to fit. On the other hand, I have not had as much experience
with playtesting any of these lists as I would have liked so
constructive criticism is more than welcome.</span></span></div>
<div class="MsoTitle">
<span style="font-size: small;"><span style="font-family: inherit;"><br /></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">They will also be 1850pts as that is the standard in most places, including my area.</span></span><br />
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<br /></div>
<div class="MsoTitle">
<span style="font-size: small;"><span style="font-family: inherit;"> Here's the first list:</span></span></div>
<div class="MsoTitle">
<span style="font-size: small;"><span style="font-family: inherit;"><br /></span></span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-Bt-N76d0srQ/Ut8LFGyqz-I/AAAAAAAAAMg/Y4lzyzyYG38/s1600/battlescene.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-Bt-N76d0srQ/Ut8LFGyqz-I/AAAAAAAAAMg/Y4lzyzyYG38/s1600/battlescene.png" height="288" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hive Fleet Leviathan descends on Octarius</td><td class="tr-caption" style="text-align: center;"><br /></td><td class="tr-caption" style="text-align: center;"><br /></td></tr>
</tbody></table>
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<br /></div>
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<span style="font-size: small;"><span style="font-family: inherit;"><b>HQ</b></span></span></div>
</div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
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<br /></div>
<div style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;">Hive
Tyrant
230pts</span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div style="margin: 0cm 0cm 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><i>Devourers
with Brainleech Worms, Devourers with Brainleech Worms</i>, <i>Wings</i></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
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<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
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<div class="MsoTitle">
<br /></div>
<div class="MsoTitle">
<span style="font-size: small;"><span style="font-family: inherit;"><b>Troops</b></span></span></div>
</div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;">Tervigon 195pts</span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;">30
Termagants 160pts</span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><i>20 Fleshborers, 10 Devourers</i></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;">14
Termagants 56pts</span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;">14
Termagants 56pts</span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitle">
<br /></div>
<div class="MsoTitle">
<span style="font-size: small;"><span style="font-family: inherit;"><b>Elites</b></span></span></div>
</div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">2
Zoanthropes 100pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">2
Zoanthropes 100pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">Venomthrope 45pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitle">
<br /></div>
<div class="MsoTitle">
<span style="font-size: small;"><span style="font-family: inherit;"><b>Fast
Attack</b></span></span></div>
</div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">Hive
Crone 155pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">Hive
Crone 155pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">Harpy 140pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><i><span style="line-height: 115%;">Twin-linked Heavy
Venom Cannon</span></i></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitle">
<span style="font-size: small;"><span style="font-family: inherit;"><b>Heavy
Support</b></span></span></div>
</div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">Tyrannofex 205pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><i><span style="line-height: 115%;">Rupture Cannon</span></i></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><span style="line-height: 115%;">Exocrine 170pts</span></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;">2 Biovores 80pts</span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-size: small;"><span style="font-family: inherit;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-size: small;"><span style="font-family: inherit;"><b>TOTAL 1847pts</b></span></span></div>
<span style="font-size: small;"><span style="font-family: inherit;">
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<span style="font-size: small;"><span style="font-family: inherit;">This list
feels light on Synapse with only four units providing it. These are reasonably
resilient units however, and the Fast Attack choices are Leadership 10 so it
shouldn’t be too bad. The Tervigon should hang back a bit with the Exocrine and Biovores, providing Synapse to these units and any Gaunts nearby, while the rest of the army pushes up. </span></span></div>
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</span></span><br />
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<span style="font-size: small;"><span style="font-family: inherit;">If you get first turn, its safe enough to start the Flying Monstrous Creatures on the board, but if you're going second it is best to reserve them as they must start the board Gliding.<b> </b>Positioning them near the Venomthrope on the turn they come in greatly increases their survivability combined with Jink. Two Hive Crones and a Dakka Flyrant provide some good anti-air and are great choices in most lists because of this. Tyranids don't really have any other options for anti-air besides Fortifications, but I don't want to become too reliant on Fortifications until the first FAQ is out. As a result, I'm finding that the two Hive Crones and the Dakka Flyrant are practically always worth including in lists as even two or three good Flyers can become problematic without them.Taking them in that group of three FMCs also provides some target saturation in order to boost survivability. </span></span></div>
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<span style="font-size: small;"><span style="font-family: inherit;">4 Zoanthropes and the Tyrannofex provide enough firepower to tackle all but the most AV14 heavy lists, and the FMCs can deal with lighter vehicles effectively. The Biovores, Exocrine, and Harpy provide some Large Blasts to handle infantry, with the Exocrine doubling as a Monstrous Creature counter. Four Troops, with the ability to spawn at least one more unit, provides enough scoring units for most games.</span></span></div>
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<span style="font-size: small;"><span style="font-family: inherit;">The first thing I would drop to make any alterations would be the Harpy. I like the unit and love the m<span style="font-family: inherit;">odel, but it could be argued that it's out of place in this list as there are no major assault units for it to support with its Sonic Screech. Dropping it and the 8 "extra" Termagants will give you 175pts to play with. That's enough to get a third Hive Crone and Thorax Biomorphs for the Tyrannofex and Tervigon, or to add a medium sized Warrior/Shrike unit for more Synapse/killing power, or to bolster the numbers of the Elites. </span></span></span></div>
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<span style="font-family: inherit;"><span style="font-size: small;">Most other lists I have created are variations on this theme such as this one:</span></span></div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-TFr3CQIxUmc/Ut8LEs9hemI/AAAAAAAAAMc/I2pyIptpx8c/s1600/iyanden.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-TFr3CQIxUmc/Ut8LEs9hemI/AAAAAAAAAMc/I2pyIptpx8c/s1600/iyanden.png" height="242" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Battle for Iyanden rages through the Craftworld</td></tr>
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<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitle">
<br /></div>
<div class="MsoTitle">
<span style="font-family: inherit;"><span style="font-size: small;"><b>HQ</b></span></span></div>
</div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">Hive
Tyrant
230pts</span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><i>Devourers with Brainleech, Devourers with Brainleech,
Wings</i></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">Hive
Tyrant
230pts</span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><i>Devourers with Brainleech, Devourers with Brainleech,
Wings</i></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitle">
<span style="font-family: inherit;"><span style="font-size: small;"><b>Troops</b></span></span></div>
</div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">Tervigon 195pts</span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">30
Termagants 160pts</span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><i>20 Fleshborers, 10 Devourers</i></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">10
Termagants 40pts</span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">30 Hormagaunts 150pts</span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitleCxSpFirst">
<br /></div>
<div class="MsoTitleCxSpLast">
<span style="font-family: inherit;"><span style="font-size: small;"><b>Elites</b></span></span></div>
</div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">2
Hive Guard 110pts</span></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">1
Zoanthrope 50pts</span></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">1
Zoanthrope 50pts</span></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitle">
<span style="font-family: inherit;"><span style="font-size: small;"><b>Fast
Attack</b></span></span></div>
</div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">Hive
Crone 155pts</span></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">Hive
Crone 155pts</span></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div style="-moz-border-bottom-colors: none; -moz-border-left-colors: none; -moz-border-right-colors: none; -moz-border-top-colors: none; border-color: -moz-use-text-color -moz-use-text-color rgb(79, 129, 189); border-image: none; border-style: none none solid; border-width: medium medium 1pt; padding: 0cm 0cm 4pt;">
<div class="MsoTitle">
<span style="font-family: inherit;"><span style="font-size: small;"><b>Heavy
Support</b></span></span></div>
</div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">Tyrannofex 185pts</span></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><i><span style="line-height: 115%;">Acid Spray,
Shreddershard Beetles</span></i></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><span style="line-height: 115%;">Mawloc 140pts</span></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><b>TOTAL 1850pts</b></span></span></div>
<span style="font-family: inherit;"><span style="font-size: small;">
</span></span><br />
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">This list is more aggressive than the last list. Keeping largely the same base, this list drops the Harpy, Exocrine, Biovores, two Zoanthropes, eighteen Termagants, and a Venomthrope, but gains a second Hive Tyrant, a Mawloc, thirty Hormagaunts, two Hive Guard, and more effective use of the remaining Zoanthropes. The splitting of the Zoanthropes helps as they become separate units that must be destroyed, provides a larger Synapse web, and allows them to have an extra Psychic power than they would have had combined.</span></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><br /></span></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">The loss of the Venomthrope could hurt, but realistically one Venomthrope is incredibly easy to kill unless there is a lot of Line of Sight blocking terrain for it to hide behind. It decreases the survivability of the FMCs, but they gain some back by upgrading the Harpy to a Hive Tyrant. The Mawloc serves much the same role as the Exocrine. It's less reliable, but has the potential to do more damage, is cheaper, and (unless it dies on a Mishap) tougher. </span></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><br /></span></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">There was a loss of S10 shooting, but more S6-8 fire, so you'll have to rely on Smash for any AV14 on the other side of the board. Shouldn't be too much of an issue as even the Tyrannofex should be moving up into melee range.</span></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><br /></span></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;">Between the two, I plan to stick with the top one and playtest it further. It might not be perfect, but I think it should do alright against a variety of armies.</span></span></div>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
<span style="font-family: inherit;"><span style="font-size: small;"><br /></span></span></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/--is0TaVcZn4/Ut8b8oiGldI/AAAAAAAAAM0/ZTgpI0CFl-Q/s1600/fitting+end.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/--is0TaVcZn4/Ut8b8oiGldI/AAAAAAAAAM0/ZTgpI0CFl-Q/s1600/fitting+end.png" height="297" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A fitting picture for the end of the review perhaps?</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: 0.0001pt;">
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<span style="font-family: inherit;"><span style="font-size: small;"><u><b>Closing Thoughts</b></u></span></span></div>
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<span style="font-family: inherit;"><span style="font-size: small;">While the new Codex is undoubtedly terrible, I don't think it is as bad as people are making it out to be. The power level seems to be no worse than the last one at its release, and might even be slightly higher; although it definitely feels like a step backwards in places. Small consolation considering the last Codex had its fair share of issues (few of which were fixed), and only became accepted as a decent army once 6th brought us Biomancy. Two bland mediocre books in a row sucks, but this is what we have to work with for the next 4-5 years so we may as well make the most of it. I just hope that the Design Team actually take a moment to consider the issues people have had with the last two Codices and give us a proper update next time. </span></span></div>
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<span style="font-family: inherit;"><span style="font-size: small;">While I don't think they will be varied, I'm sure that competitive armies can be made from the book and feel that they will look something like the first list I proposed above. The "core" of the good armies will probably always be the same, with most of the variation in the Heavy Support section. If you want an army that will win you tournaments with a variety of army lists viable, then Tyranids is not for you. The Codex just isn't of the same caliber as Eldar, Tau, or Daemons. Against such lists, the Tyranid player will have to be smart with cover and objectives in order to pull a win.</span></span></div>
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<span style="font-size: small;"><span style="font-family: inherit;">Of course, non-competitive games are a completely different story. The Tyranids have a great model range, a large selection of units to choose from, and create a great atmosphere and narrative while playing. There are few armies more enjoyable to play against. If these things are important to you, you will have plenty of fun despite the relatively weak Codex.</span></span></div>
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<span style="font-size: small;"><span style="font-family: inherit;">This is the last post in my Tyranid Tactica/Review series. Writing it has really helped me figure out my thoughts on the new Tyranid Codex to enable me to write what I think will be a good list, and I hope it has been some help to you too. </span></span></div>
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<span style="font-size: small;"><span style="font-family: inherit;">On an unrelated note, a large box arrived today. It's got the Earth Caste symbol on it. I wonder what that could be...</span></span></div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-75494845973528905162014-01-21T00:06:00.002+00:002014-01-21T15:39:16.055+00:00Tyranid Review: Heavy Support Tactica<!--[if gte mso 9]><xml>
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<span style="mso-bidi-font-weight: normal;">This,
the sixth installment of my Tyranid Review/Tactica articles, will cover
the Heavy Support section. As before, this is as much to help me sort
out my thoughts on each of the units in the new book as it is to help,
so if you have any feedback or differing opinions feel free </span><span style="mso-bidi-font-weight: normal;">to leave a comment.</span><b style="mso-bidi-font-weight: normal;"><br /></b></div>
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<b style="mso-bidi-font-weight: normal;">Carnifex Brood</b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-wtuxQGuNR2Y/UtszTd8qBpI/AAAAAAAAALo/tWB1ry2VM9M/s1600/carnifex.png" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-wtuxQGuNR2Y/UtszTd8qBpI/AAAAAAAAALo/tWB1ry2VM9M/s1600/carnifex.png" height="400" width="340" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Fleet Behemoth Carnifex thunders into an Ultramarine Rhino on Macragge</td></tr>
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Often
regarded as <i style="mso-bidi-font-style: normal;">the </i>Monstrous Creature,
the Carnifex got a significant buff. It lost any significant use for Scything
Talons, but dropped 40pts, gained an Initiative, and its Hammer of Wrath
provides D3 hits. With a variety of options rivaling that of Tyranid Warriors
it is an adaptable unit, able to be equipped for melee or range.</div>
<a href="https://www.blogger.com/null" name="more"></a><br />
<a name='more'></a><br />
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In melee,
the Carnifex excels at destroying vehicles. Its base Strength is 9 but it has two
options to gain S10; Adrenal Glands (requires the charge however) and Crushing
Claws. Adrenal Glands comes with the advantage of Fleet, while Crushing Claws
grant Armourbane. As Fleet is so useful for melee units, I would suggest
equipping melee Carnifex with Adrenal Glands. If you feel you really need
Armourbane then take Crushing Claws on one of the Carnifex, but the whole brood
does not need it. Spine Banks and Bio-plasma provide melee Carnifex with ranged
attacks. Spine Banks provides Assault Grenades (laughable on an I2 unit) and a
very weak short ranged Blast, while Bio-plasma provides a short ranged plasma
cannon shot. The Bio-plasma is much more useful, though is quite expensive at
20pts. I’m not a fan of any of the Tail Weapons in the book, but Bone Mace
could be of some use against vehicles at least. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
At
range,
the Carnifex excels at infantry/light vehicle destruction. Deathspitters
are
next to useless (as are Spine Banks and Bio-plasma) but all the other
weapons
have their uses. The Heavy Venom Cannon is a passable anti-vehicle
weapon, but
there isn’t a great secondary weapon to go with it. The Stranglethorn
Cannon
with a pair of Devourers is a great anti-infantry set up but a Carnifex
with
two pairs of Devourers is more versatile as it is still good against
anti-infantry but is more effective at destroying light vehicles. As a
result, two pairs of Devourers seems to be the obvious choice. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Example Builds </b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
2 Carnifex<span style="mso-tab-count: 9;"> </span>300pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<i style="mso-bidi-font-style: normal;">2x Twin-linked Devourers with Brainleech,
Twin-linked Devourers with Brainleech.</i></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The staple
ranged Carnifex for three editions now, it’s still looking like the best load
out. Throwing out a lot of accurate S6 shots the unit is effective against
pretty much any unit up to the heavier vehicles (which it can still destroy
thanks to S9 in combat). Another Carnifex can be added to the brood but that
makes for a very expensive unit that will be overkill against most targets.
Likely the option I will choose when I field Carnifex Broods. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
3 Carnifex<span style="mso-tab-count: 9;"> </span>420pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<i style="mso-bidi-font-style: normal;">2x Scything Talons, Scything Talons, Adrenal
Glands. 1x Crushing Claws, Scything Talons, Adrenal Glands.</i></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
An example
close combat brood of Carnifex. Similar to the ranged option, two Carnifex would
keep the cost down but the third will allow the brood to still be effective by
the time it reaches combat. Adrenal Glands provides Fleet to help the brood get
to combat quicker and only one Carnifex has Crushing Claws to help keep the
cost down. This one will stick to the rear to give him the greatest chance of
surviving the journey across the board.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Carnifex are
a much better choice this edition. I can see them making it into competitive
lists. Broods help make them efficient as far as FOC slots go, but even a
single Carnifex can be useful as the much loved Distraction-fex.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Biovore Brood</u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-G8RDhzw6jtE/Uts14-XqoRI/AAAAAAAAAMM/j7jAcCbhQXg/s1600/biovore.png" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-G8RDhzw6jtE/Uts14-XqoRI/AAAAAAAAAMM/j7jAcCbhQXg/s1600/biovore.png" height="320" width="234" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Biovore heaves</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Already
a
fine unit, Biovores got the same statline buff that was granted to
Pyrovores.
The improvements to Spore Mines also buffed the Biovore indirectly. At
40pts
they provide some decent affordable anti-infantry pie plates. Barrage
allows
you to snipe enemy models and Pinning is just icing on the cake. If you
miss with the first Barrage Blast you gain D3 Spore Mines which can give
you a
second chance at damaging the enemy. Note that further Biovores do not
grant
you any extra Spore Mines, but you still gain these even if any
subsequent blasts in the barrage hit. While you might be inclined to
hold these guys back
due to their long range, their poor Leadership means that you’ll need to
advance these up to stay in range of the Synapse Creatures. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The only
downside to the Biovores are that anti-infantry isn’t something Tyranids
struggle with, but Biovores are so effective that they will still see
play. A great unit that has only got better in the new book.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Trygon</u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-kCc6IAoDEMg/UtszVle_d3I/AAAAAAAAAL4/9zOuPZGU2fQ/s1600/trygon.png" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-kCc6IAoDEMg/UtszVle_d3I/AAAAAAAAAL4/9zOuPZGU2fQ/s1600/trygon.png" height="400" width="350" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Fleet Kraken Trygon scythes down a Saim-hann Wave Serpent</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Got a 10
point discount, but lost its rerolls to hit. Ends up being a slight nerf and,
combined with most of the other Heavy Support choices improving, is definitely
not the auto-include it was. None of its options are of much use except
potentially Toxin Sacs if you think you’ll be facing high Toughness armies like
Iyanden and Nidzilla. Bio-electric Pulse isn’t overly impressive, but it does provide
the Trygon with something to do on the turn it Deep Strikes. Deep Striking is
something you will want to do I feel. As a straight up close combat Monstrous
Creature the Carnifex comes out on top, so you’ll want to use the Trygons ability to
appear amidst the enemy to make them worth taking. If you’re
just going to run them at the enemy, consider using Carnifex instead. Deep
Striking also allows you to make use of the Subterranean Assault rule.
Unfortunately this rule is very unintuitive. You’d expect it to work similar to
a Droppod but instead you have to reserve a unit and just hope that it comes in
the turn after the Trygon.<span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
While the T6
W6 was impressive back at the start of 5<sup>th </sup>Edition, the game has
moved on and the Trygon just isn’t that intimidating anymore. He was slightly
overcosted last edition and has gotten slightly worse now. I don’t think he’ll
see much play this edition.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Trygon Prime</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Most
of what
I said above applies to this guy. However, there are a few extra things
to take
into account. First is that the Trygon Prime is a Synapse Creature which
is important in the new book. With the Deep Strike, this allows you to
have a powerful Synapse Creature appear where it's most needed. The
Trygon Prime also has access to Bioartefacts. I can see the benefit of
using
some of them, but they are very expensive for what they provide.
Maw-claws
might not be a terrible choice as they are the exception to this at only
10pts. The Miasma
Cannon could allow you to seriously whittle down a squad when you Deep
Strike
(particularly as you don’t Mishap when you land on a unit) combined with
the
improved Bio-electric Pulse, but does come at the cost of an Attack.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
While it’s
similarly overcosted like the regular Trygon, it does provide you with a Synapse
Creature in the Heavy Support slot. If you want to use a Trygon, I’d suggest
just spending the extra points to get this guy instead. The improved
Bio-electric Pulse, Shadow in the Warp, and synapse are worth the points.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Mawloc</u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-pS4midKXS1U/UtszP0FcLAI/AAAAAAAAALg/JfctHKPhjXM/s1600/Mawloc.png" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-pS4midKXS1U/UtszP0FcLAI/AAAAAAAAALg/JfctHKPhjXM/s1600/Mawloc.png" height="400" width="397" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Mawloc surprises a patrol of Fire Warriors</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Cheaper than
they were, the Mawloc can no longer guarantee a Turn 2 arrival but its arrivals
are more dangerous now; for both the Mawloc and the victim. The Mawloc can Deep
Strike on top of enemy units. Lictors combo really well with this units as it
places a S6 AP2 Large Blast where it comes in. If anything survives, this
occurs a second time. If the Mawloc can still not be placed in the spot, then
it Mishaps. This could kill you but could also allow you to do the same again
in your next turn. You can place yourself back into reserves in your Movement Phase
the turn after you arrive and you have Hit and Run to leave combat if your
opponent tries to tie you up in combat. While they’re not a Trygon they can
still hold their own in combat, particularly against vehicles, so don’t be
afraid to throw them in if it would be more beneficial than burrowing. None of
the options are worth taking.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Mawlocs are
now reasonably cheap at 140pts and do provide an AP2 Large Blast in a book with
very little low AP, so I imagine they will see more play than the Trygons. I
feel they are a bit too unreliable for my tastes however so I will be using the
next unit to fill the same role. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Exocrine</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
A super
Biovore, the Exocrine sports a Bio-plasmic Cannon. This has two firing modes,
the first of which is a S7 AP2 Large Blast, the second S7 AP2 Assault 6. For
Tyranids, this is some spectacular firepower. Two things of note; the Bio-plasmic
Cannon only has a range of 24”, and the Exocrine gets +1 BS (so BS4) if it did
not move in the Movement Phase. This makes the Exocrine <i style="mso-bidi-font-style: normal;">the</i> best target for the Onslaught psychic power as it will allow it
to get into range, potentially even getting a BS buff if it just relied on the
Run movement. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-fJYyQ7tgO5Y/UtszTh6_auI/AAAAAAAAALs/qiHV8-47r-w/s1600/exocrine.png" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-fJYyQ7tgO5Y/UtszTh6_auI/AAAAAAAAALs/qiHV8-47r-w/s1600/exocrine.png" height="400" width="325" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Fleet Behemoth Exocrine braces itself</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
As usual,
none of the options are worth the points as you’ll be trying to avoid combat.
Don’t be afraid of charging and Smashing a vehicle however if the opportunity
presents itself. It’s still a Monstrous Creature. Synapse shouldn’t be much of
an issue due to the short range of the gun but it is something to keep in mind;
it’s only Leadership 7. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Not too much
to go over for the Exocrine really. It provides Tyranids with some high
Strength, low AP ranged firepower on a relatively durable platform. Definitely
one of our better Heavy Support choices, but it still somehow manages to feel
slightly overcosted. Will likely take one or two in most lists I make.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Tyrannofex</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The final
unit in the Codex, this is another primarily ranged Monstrous Creature. The
Tyrannofex gained an Initiative and dropped a whopping 75pts, but does have to
buy its Thorax Biomorph back and lost the Cluster Spine upgrade. Massively
improved, it is the only 2+ Save in the Codex and can be outfitted for
anti-infantry or anti-tank. The Fleshborer Hive gained some extra range but I
still wouldn’t consider it an upgrade over the Acid Spray. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-riW2bhv6B58/UtszXLq31uI/AAAAAAAAAMA/qDbq-vTgpSA/s1600/tyranofex.png" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-riW2bhv6B58/UtszXLq31uI/AAAAAAAAAMA/qDbq-vTgpSA/s1600/tyranofex.png" height="400" width="365" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A hulking Tyrannofex looms over the Gaunts</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The
anti-infantry build should take a Thorax Biomorph to enable a potential two
Flamer templates a turn. I prefer Shreddershard for the reasons given in the
first article of this series. The anti-vehicle build will take the Rupture Cannon
and the Electroshock Grubs. This build still feels expensive but is a good
50pts cheaper than last edition and the 2 S10 shots it provides are very useful.
Either way you should usually be advancing the Tyrannofexes up, firing its main
weapon as you go, and putting the pressure on the enemy to deal with it. The
Biovore provides much more efficient anti-infantry firepower in the same FOC
slot so to make the anti-infantry Tyrannofex you need to make the most of the
Tyrannofex’s durability and Monstrous Creature status. As with the Exocrine, do
not be afraid to engage the enemy in combat if it is favourable. The Tyrannofex
is our most resilient model and is still a Monstrous Creature in combat. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Tyrannofex
are expensive despite their price reduction so I’d only suggest using them in
larger games (1750pts+). Similarly, the anti-vehicle build should only be used
in an AV14 heavy environment. I often find myself facing Land Raiders full of
angry Thunder Hammer & Storm Shield Terminators so I am a fan of the
Rupture Cannon Tyrannofex and will often be using one in my lists. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Summary</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
For the most
part, the majority of the Heavy Support section is usable, if not amazing.
Carnifex and Biovore Broods are probably our best units, with the Exocrine,
Tyrannofex, and Mawloc not far behind. The Trygons aren’t terrible, but I
wouldn’t use them unless you really like the model. I’ll be using an Exocrine,
a Tyrannofex, and either some Biovores or a Carnifex Brood depending on the
points.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
That's
it for the FOC section now. There'll be one final article on my overall
thoughts and I'll show off some sample lists that I think would work
well under the new Codex. I'll be out tomorrow and the day after, so it
will likely be mid week before it is up. Thanks for reading, and feel
free to leave your thoughts in the comments. </div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com2tag:blogger.com,1999:blog-3363484320076199142.post-41616702395015514222014-01-18T18:51:00.000+00:002014-01-21T22:37:37.534+00:00Tyranid Review: Fast Attack Tactica<!--[if gte mso 9]><xml>
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Here is the fifth installment of my Tyranid Review/Tactica article series. I cover the section that hosts some of my favourite Tyranid units; the Fast Attack. <span style="mso-bidi-font-weight: normal;">This is as much to sort my own
thoughts on the new book as to review, so if you have any further
comments or differing opinions, feel free to add them in the comments.</span></div>
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<br /></div>
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<br /></div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><u>Tyranid Shrike Brood</u></b></div>
<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-f-D8YfWIwPU/UtmufH2K9nI/AAAAAAAAAKk/vzfgJcNIy0g/s1600/Parasite_of_Mortrex_(Artwork).jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-f-D8YfWIwPU/UtmufH2K9nI/AAAAAAAAAKk/vzfgJcNIy0g/s1600/Parasite_of_Mortrex_(Artwork).jpg" height="400" width="272" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The late Parasite of Mortrex, a unique Shrike-esque mutant</td></tr>
</tbody></table>
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<br />
<a name='more'></a>Winged
Warriors, Shrikes trade a point of armour for some mobility and speed. If you
want to run close combat Warriors these are probably the best choice. They come
with the same options as Tyranid Warriors, but have the speed to make use of the
melee upgrades. Going all out with Rending Claws with Bonesword & Lashwhip
prepares you for every eventuality, but makes the models very expensive. As a
result I would suggest going for just the Bonesword & Lashwhip with
Scything Talons. You won’t be able to touch Terminators but you can hopefully
use your speed to pick your fights carefully. As with regular Warriors, a few minimally
upgraded Shrikes to serve as ablative wounds will help make the first casualties
less of an issue. Adrenal Glands, Flesh Hooks, and Toxin Sacs are also
available as upgrades. While relatively cheap, the costs add up. If I were to
take Shrikes I reckon I’d use Toxin Sacs and Flesh Hooks. Flesh Hooks give the
benefit of Assault Grenades (while providing a ranged attack which is nice),
and Toxin Sacs allow you to damage anything and provide rerolls against T4
units. Adrenal Glands are great, but some of the benefit is already covered by
the Jump Infantry type and Toxin Sacs is better than the extra Strength. I’d
run them 5-6 strong with two to three minimally equipped to take wounds. Note
that while a Tyranid Prime can give his WS to a unit of Shrikes, he cannot upgrade
to Jump Infantry so that would be a terrible combination.</div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Honestly, I
think they are alright. They aren’t amazing, but they aren’t terrible. They
provide your army with mobile synapse and are a significant threat to many
units commonly fielded. However they share many of the weaknesses possessed by
Tyranid Warriors and have some of their own; only having a 5+ Save and not being
a Troops choice. With the importance of Synapse in the new Codex there are
worse choices you could take. </div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<br />
<br />
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<b style="mso-bidi-font-weight: normal;"><u>Ravener Brood</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-H6OhAPfIOT4/UtmulHGhY_I/AAAAAAAAALE/B8mFWqFyKf0/s1600/ravener.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-H6OhAPfIOT4/UtmulHGhY_I/AAAAAAAAALE/B8mFWqFyKf0/s1600/ravener.png" height="400" width="325" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">An extremely bottom heavy Ravener of Hive Fleet Kraken</td></tr>
</tbody></table>
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A less psychically
evolved Warrior strain, Raveners lose Synapse, some Leadership, most options,
and a point of Armour, but gain a point of Initiative, Beasts type, and Deep
Strike. You will definitely want to upgrade a pair of Scything Talons to
Rending Claws as they make you more effective at killing light infantry as well
as granting Rending. For whatever reason they still do not have access to Toxin Sacs and Adrenal Glands (while Hive Guard gained the option). One advantage Raveners have over Shrikes is the ability to
take proper ranged weaponry with their two pairs of close combat weapons. These
allow you to do something besides Run on the turn you Deep Strike, but I would
usually deploy these on the board anyway as they can reliably achieve Turn 2
charges. Same weakness to Instant Death that Shrikes and Warriors suffer from.</div>
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<br /></div>
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I’d view
these as inferior Shrikes in most situations. They have some advantages, but
overall, the Shrikes come out on top due to their options and synapse.. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<br /></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>The Red Terror</u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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A special
upgrade character to a unit of Raveners, the Red Terror is a beefed up Ravener
with the Swallow Whole rule. If at least 4 of his 5 attacks (6 on the charge)
hit then he can remove an infantry sized model from play. They can make a
single Invulnerable Save to try and prevent this but that’s it. If Scything
Talons still provided rerolls to hit, that would be pretty sweet, but as it is,
it’s little more than a gimmick that won’t come up much. He does give the unit
Leadership 8 so adds some protection from Instinctive Behaviour tests.</div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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Unless you
really like the model, don’t bother with this guy.</div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u>Sky-Slasher Swarm Brood</u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
My opinions
on these are the exact same as my opinions on Rippers. They’re slightly faster,
but more expensive. Give these a pass. If you want a tarpit unit then Gargoyles are far superior.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Gargoyle Brood</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-YVVke3OZlbI/UtmuhMCuiZI/AAAAAAAAAKs/75bpVjpHleE/s1600/gargoyle.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-YVVke3OZlbI/UtmuhMCuiZI/AAAAAAAAAKs/75bpVjpHleE/s1600/gargoyle.jpg" height="271" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hive Fleet Kraken Gargoyles terrorise members of the Steel Legion</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Jump
Infantry Termagants. For 2 points they gain mobility, Blinding Venom, and they
Hunt rather than Lurk so are more aggressive. They lost some offensive power
with the change to Blind Venom and their biomorph costs, but gained through the
addition of Blind to their Blinding Venom. They were great last Codex though,
so it is understandable and it also fits their fluff better. Even on the charge
it is usually worth using Blind Venom on a few models to force Blind Tests. I’m
not sure that I would bother with their biomorphs. Using one (Toxin Sacs most likely)
might be fine, but I definitely wouldn’t pick up both.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Still a
great unit. Their main issue is that they do not score, but they function fine
as a harassment/tarpit unit. <span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Harpy</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-8iMKYqa3W-4/UtmujJFGYrI/AAAAAAAAAK8/D7szLS418nM/s1600/harpy.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-8iMKYqa3W-4/UtmujJFGYrI/AAAAAAAAAK8/D7szLS418nM/s1600/harpy.png" height="400" width="372" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Fleet Behemoth Harpy readying his Stranglethorn Cannons</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Our bomber
equivalent, the Harpy can put out a lot of anti-infantry firepower for a
reasonable cost; with a Stranglethorn Cannon/Heavy Venom Cannon, Spore Cysts,
Stinger Salvo/Cluster Spines, and Vector Strike to choose from. Main issues are
that it’s extremely fragile and its role is filled by the majority of the units
in the Codex. It has Leadership 10 and Fearless so will reliably pass any
Instinctive Behaviour Tests it needs to roll, allowing it to operate outside
synapse range if required. It also has the Sonic Screech rule which reduces
enemy units Initiative by 5. This could be used to support your other units if
you combo charge. Spore Cysts allow it to drop a large blast over an enemy it
passes over. If it misses it can create multiple spore mines which are much
improved. None of the biomorphs are worth taking here, but Cluster Spines has
potential.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
If I were
using a Harpy, I’d upgrade to the Heavy Venom Cannon. This allows the Harpy to
be a cheap versatile flyer that can affect most units. Vector Strike and Spore
Cysts (potentially Cluster Spines too) provide some good anti-infantry, while
Smash and the Heavy Venom Cannon give it respectable anti-vehicular
capabilities. Sonic Screech also allows it to support any combats if that is
favourable too. It makes it an unfocussed unit (traditionally bad), but when
focussed its role is the same as the rest of the armies so I’m trying to give
it a unique role.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Overall, it’s
a mediocre choice. It does its job effectively, but its job is the same as most
of the rest of the Codex. It can be upgraded to provide an anti-vehicle shot,
but this dilutes its role. Defensively it is also extremely weak and won’t
survive much attention. Jink combined with a Venomthrope offers some
protection, but it won’t be able to use any of its Blasts in the following
turn. If you like the Harpy make sure you take multiple, or at least Hive
Tyrants.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Hive Crone</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-12Hj8ArL3_4/UtmuhYvOtVI/AAAAAAAAAK0/9WIrJ2sWNvY/s1600/crone.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-12Hj8ArL3_4/UtmuhYvOtVI/AAAAAAAAAK0/9WIrJ2sWNvY/s1600/crone.png" height="400" width="296" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Crone soars high above the battlefield</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Where the
Harpy is designed for mulching infantry, the Hive Crone specialises in dealing
with vehicles; particularly Flyers. Like the Harpy, there is some overlap, as
the Crone comes with a Drool Cannon which is a S6 AP4 Flamer without Torrent
(it’s no Heldrake). It has the same statline as the Harpy, so is similarly
fragile and resistant to Instinctive Behaviour. What makes it great against
vehicles is that it comes with 4 one-use only Haywire shots that reroll to hit
against Flyers and Flying Monstrous Creatures. Its Vector Strike is also
resolved at an impressive S8. It can take Stinger Salvo/Cluster Spines and/or
biomorphs, but none are really worth taking.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The Hive
Crone fills the anti-air niche that Tyranids are lacking in. It’s likely our
best Fast Attack choice and I can definitely see me using multiple in any
serious lists. It’s fragility means that you’ll need to take multiple in order
for them to survive. Handily they’re fairly cheap and Hive Tyrants with Wings
add some target saturation.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Spore Mine Cluster</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-HgO5U46KgcQ/UtmwDHR36hI/AAAAAAAAALQ/4J4sdaHYEPc/s1600/sporeminelol.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-HgO5U46KgcQ/UtmwDHR36hI/AAAAAAAAALQ/4J4sdaHYEPc/s1600/sporeminelol.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A spore mine drifts alongside a Carnifex</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Spore Mines
are much improved. Extremely cheap and even controllable now, you could use these to
fill up any spare points if you have the Fast Attack slots available. Instead of
attacking in combat they explode at a Strength determined by the number of
mines in the unit. I probably would never use them unless I have spare points,
but them improving makes the Harpy Spore Cyst, and Biovores better too. I would look into these units if I wanted to take advantage of the new spore mines.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Summary</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Home to some
of my favourite units, I’m happy to say that the Fast Attack section has a
reasonable selection of usable units. The Hive Crone and Gargoyles are the two
that stand out, but the only useless options are Sky-slasher Swarms and maybe
Raveners.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
That is it for the Fast Attack choices. Took slightly longer than I expected. As always, your feedback and opinions are welcome, so feel free to leave a comment. </div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com1tag:blogger.com,1999:blog-3363484320076199142.post-23340181221247777522014-01-16T22:10:00.003+00:002014-01-16T22:10:51.355+00:00Tyranid Review: Elites Tactica<span style="mso-bidi-font-weight: normal;">Here is the fourth part of my
Tyranid Review/Tactica articles. This is as much to sort my own
thoughts on the new book as to review, so if you have any further
comments or differing opinions, feel free to add them in the comments.</span><br />
<br />
<br />
<br />
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<b style="mso-bidi-font-weight: normal;"><u>Hive Guard Brood</u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-sY7Yo9fIRec/Utg8IaNNDNI/AAAAAAAAAJ8/ruq_mZkrPpg/s1600/hive+guard.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-sY7Yo9fIRec/Utg8IaNNDNI/AAAAAAAAAJ8/ruq_mZkrPpg/s1600/hive+guard.png" height="400" width="373" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The centauroid Hive Guard stands its ground</td></tr>
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Went up in
points slightly and lost a point of BS. The loss of the BS4 hurts a bit, but
the nerf was deserved to be honest. Still a great unit due to their powerful
guns, they provide some much needed ranged anti-armour to the army. The default
gun puts out two S8 shots that Ignore Cover and do not require Line of Sight.
For 5 points this can be upgraded to a new weapon that fires a S5 AP5 Haywire
blast. Unfortunately the range is only 18” compared to the Impaler Cannon’s 24”
which can make quite a difference. I can’t think of many scenarios were I would
rather have the Shockcannon, so I’d just stick with the Impaler Cannon. The S8
combined with the two special rules make it an incredibly versatile weapon;
particularly against skimmers. For whatever reason, GW saw fit to give Hive
Guard access to Toxin Sacs and Adrenal Glands (while Raveners still don’t).
They’re cheap, but don’t bother. Hive Guard were not made for close combat. </div>
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Overall, a
fine unit. Definitely one of the better Elites choices.</div>
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<a name='more'></a><br />
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<b style="mso-bidi-font-weight: normal;"><u>Lictor Brood</u></b></div>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-XgzCdIArQM0/Utg8MnJqylI/AAAAAAAAAKE/kbGVmLCjZ70/s1600/lictor.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-XgzCdIArQM0/Utg8MnJqylI/AAAAAAAAAKE/kbGVmLCjZ70/s1600/lictor.png" height="400" width="295" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Lictor stalks its prey</td></tr>
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Eleven
special rules. That’s impressive. Similar to Genestealers, the Lictor has some
great offensive stats but isn’t winning any prizes defensively. To make up for
this the Lictor has the Stealth rule which increases his Cover Save by 1 and
combos quite well with a Venomthrope. Lictors have a few options for deploying;
Deep Strike (which they do not scatter from), Infiltrate (opening up the
possibility of Outflanking), and regular deployment. Obviously the two real
choices you have are Infiltrating into a forward position and Deep Striking.
Deep Striking has the benefit of being able to deploy exactly where you want
without your opponent knowing quite where it’ll be, while Infiltrate has the
benefit of starting on the board to make use of Pheromone Trail. This allows
him to act as a Homing Beacon, allowing other Tyranids to not scatter on Deep
Strike within 6” of him. This can’t be used the same turn that he himself Deep
Strikes, so you’ll need to Infiltrate to take advantage of this. The obvious
combo for this rule is with Mawlocs, but it can be used to good effect with
several units, even Spore Mines! </div>
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After going
over these I feel I was a bit too harsh on the Deathleaper.<i style="mso-bidi-font-style: normal;"> </i>I’ve decided that I quite like Lictors and can definitely see
myself using them in some army lists. I’d rate them as our fourth best Elite
choice so they have some competition.</div>
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<b style="mso-bidi-font-weight: normal;"><u>Zoanthrope Brood </u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-M2X-WktDhI8/Utg8QDBCm1I/AAAAAAAAAKU/TEl8ZjyzYW8/s1600/zoanthropes.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-M2X-WktDhI8/Utg8QDBCm1I/AAAAAAAAAKU/TEl8ZjyzYW8/s1600/zoanthropes.png" height="400" width="295" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Fleet Kraken Zoanthrope fries a Guardsman's brain with its psychic might</td></tr>
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Were the Hive
Guard deal with transports and medium vehicles, Zoanthropes main purpose is to
deal with heavy vehicles such as Land Raiders. They are a Mastery Level 2
Brotherhood of Psykers. However, the power they come default with, Warp Blast,
becomes Assault X where X is equal to the number of models in the brood. They
also generate another power from the Tyranid Discipline which gets cast as
normal for a Brotherhood of Psykers. This is slightly worse than having each be
its own independent psyker, but it wasn’t unexpected and isn’t damning. You
only need to be in range and Line of Sight with one of the brood now, but you
really feel it when you mess up your Psychic Test (or the opponent passes their Deny the Witch), and non-Warp Blast power
output is drastically reduced. The loss of the Mycetic Spore hurt Zoanthropes
as they are a slow unit and the range on Warp Blasts anti-vehicle mode is
relatively short. They’re one of the better units to use Onslaught on.</div>
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Having said
that, they are pretty cheap, retained their 3++ Save and provide Synapse. My
meta is different to the internet’s usual, with plenty of AV14, including Land
Raiders which tend to drive forwards to deliver their payload (negating the
short range of Warp Blast). As Instinctive Behaviour has become more of an
issue, and Synapse Creatures more vulnerable due to the loss of Biomancy, I’m
finding that I need to take more Synapse Creatures than I did last edition. As
a result, I am finding that Zoanthropes really add something to my army that it
is missing and because of this I’d rate them pretty highly; probably our second
best Elite choice behind Hive Guard. Your mileage may vary of course as it could
just be down to my meta and personal list building that makes me value them
this highly.</div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u>Venomthrope Brood</u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-64iHlur9yBg/Utg8Nc7qVWI/AAAAAAAAAKM/0H5SgMBYpx0/s1600/venomthropes.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-64iHlur9yBg/Utg8Nc7qVWI/AAAAAAAAAKM/0H5SgMBYpx0/s1600/venomthropes.png" height="400" width="322" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Tentacly</td></tr>
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Fairly
unthreatening on his lonesome, your opponents will learn to hate him. He
provides Shroud to everyone within 6”. As Zoanthropes have the only
Invulnerable Save in the Codex, Cover Saves are important to us. Plonk your
Monstrous Creatures in some area terrain near this guy and they now have a 3+
Cover Save. As a result, expect him to take a lot of fire so make an effort to
position him out of Line of Sight if possible. Many of the better armies at
present (I’m looking at you Tau) have means to strip Cover Saves from your
units so that is something to be aware of. If you ever find your Venomthropes in close combat, 2+ Poison and a high Initiative thanks to Lash Whips offer some self defence, but get a unit in their ASAP to bail them out. </div>
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There are
many great combinations with Venomthropes but one of the best is likely going
to be with Flying Monstrous Creatures. If they Jink near the Venomthrope
they’ll gain a 3+ Cover Save which should help keep the fragile Crone and Harpy
alive.</div>
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Great unit
which synergises well with the rest of the Codex. I’d rate these at just below
Zoanthropes but would definitely still advise taking them.</div>
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<b style="mso-bidi-font-weight: normal;"><u>Haruspex</u></b></div>
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<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-Zf8mGuGYMuY/Utg8GXj4WwI/AAAAAAAAAJ0/ktdyDf7TIfM/s1600/haruspex.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-Zf8mGuGYMuY/Utg8GXj4WwI/AAAAAAAAAJ0/ktdyDf7TIfM/s1600/haruspex.png" height="391" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Gulp!</td></tr>
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Designed to
be an infantry shredder, its statline is pretty comparable to a Carnifex. It
loses 3 Strength but gains a Wound and Initiative. What makes it notable are
its special rules; on the turn it charges, for every wound it causes in combat
it gains another attack (these don’t generate more), and if it causes at least
one it regains a wound lost earlier in the battle. Regeneration could be worthwhile
on this guy to help recover wounds lost on his way to combat. He comes stock
with Acid Blood, Crushing Claws, and a Grasping Tongue. The Tongue is 12” S6
AP2 and can cause a Precision Hit if you get lucky. Nothing amazing, just treat
it and Acid Blood as an added benefit. Crushing Claws give you S7 and
Armourbane. With Adrenal Glands (which you should probably take due to Fleet)
the Haruspex can reach S8 on the charge. S8 Armourbane will make a mess of any
vehicles you come across, and allow you to Instant Death any T4 models. With
only 3 Attacks at WS3 I don’t see him doing well at anti-infantry. Even without
the only-on-the-turn-he-charges restriction his special rules wouldn’t make him
worth considering in my opinion. Perhaps I have missed something but he just
seems like a bad Carnifex. He just doesn’t have the WS or number of attacks to deal
with infantry, and that’s if he can even make it to combat. He has one wound
more than a Carnifex, but they are smaller, cheaper, and can be taken in a unit.
Despite all this, I imagine the Haruspex will still see some play due to the
fact that he is a Monstrous Creature in the Elite section. If so, I’d advise just
giving Adrenal Glands and sending him forwards. Our second worst Elite choice
in my opinion, but I could be selling him short.</div>
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<b style="mso-bidi-font-weight: normal;"><u>Pyrovore Brood</u></b></div>
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Regarded as
the worst unit in the game last edition, he got a few improvements but still
isn’t great. While his stats got buffed, Acid Maw, Acid Blood, and his ability
to fire his Flamespurt all got nerfed; and those were the reasons you took him.
Without Torrent on his Flamespurt, or multiple attacks on his Acid Maw he just
isn’t very good at his job. The most notable thing about him is that his
Volatile rule is worded hilariously badly. When he gets Instant Deathed, every
unit on the board takes a number of S3 hits equal to the number of models
within D6” of the Pyrovore. Obviously isn’t the way it’s intended to work and
it’ll be one of the first things Errata’d. Honestly, still probably the worst
unit in the game. I wouldn’t ever bother with these.</div>
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<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-D1tFaVwa3Y4/Utg8Edj6cBI/AAAAAAAAAJs/iQIWBrIqwgk/s1600/LiveLeak-dot-com-6a918702588f-nuclear_explosion.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-D1tFaVwa3Y4/Utg8Edj6cBI/AAAAAAAAAJs/iQIWBrIqwgk/s1600/LiveLeak-dot-com-6a918702588f-nuclear_explosion.jpg" height="275" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Pyrovore just got Instant Deathed</td></tr>
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<b style="mso-bidi-font-weight: normal;"><u>Summary</u></b></div>
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Like last edition, most of our Elite choices are pretty solid, with
only the Pyrovore never going to see play. I personally will likely be using 3x
Hive Guard, 3x Zoanthropes, and then either another 3x Hive Guard or 2
Venomthropes. </div>
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That’s it for the Elite section. I’ll be covering Fast Attack next and
should get it up tomorrow. Thanks for reading and leave your thoughts and
opinions in the comments.</div>
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<br />Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-10510015815701129982014-01-15T21:11:00.002+00:002014-01-15T21:11:50.757+00:00Tyranid Review: Troops Tactica<!--[if gte mso 9]><xml>
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<span style="mso-bidi-font-weight: normal;">Here is the third part of my Tyranid Review/Tactica articles. This is as much to sort my own thoughts on the new book as to review, so if you have any further comments or differing opinions, feel free to add them in the comments.</span></div>
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<u><b style="mso-bidi-font-weight: normal;">Tyranid Warrior Brood</b></u></div>
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To the
dismay of Tyranid players everywhere, these did not get changed much. Weighing
in at 30pts base with some decent stats and options, the Tyranid Warrior seems
perfectly fine. They can withstand a decent amount of small arms fire. But its
4+ Save, 3 wounds, and Toughness of 4 make it extremely vulnerable to Instant
Death. They are the perfect target for Battlecannons, Demolisher Cannons, Manticores,
etc. If an opponent uses their Krak Missiles against the Warriors it’s a blessing
in disguise. Better he fires those at your Warriors than at your Monstrous
Creatures. A Tyranid Prime can be added to boost the skills of your Warriors
and provide a T5 body for tanking S8 and 9 hits, but I feel he is still too
expensive. Not a great unit, but they see some use as relatively cheap Synapse
providers.</div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"></span></u></b></div>
<a name='more'></a><b style="mso-bidi-font-weight: normal;"><u><br /></u></b><br />
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Most common
way to run these would be as a small ranged unit that keeps your lesser
organisms in line. For this role, a Barbed Strangler is a good upgrade.
Devourers are fine, but if you have the points I would suggest upgrading to the
Deathspitter. The Scything Talons don’t add much to the unit in this role. If
you plan on doing any assault, then feel free to upgrade these to Rending Claws,
but I’d suggest against this to keep costs down. You should keep them on a back
field objective babysitting Biovores/Exocrines/Hive Guard, or have them advance
to the midfield objectives. The midfield unit is a potentially good target for Onslaught, though this should be reserved for Hive Guard, Exocrines, and Biovores.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
I’d suggest
against taking these with combat in mind. They have access to Fleet and Assault
Grenades now but their powerful melee upgrades are expensive. You could easily
find yourself approaching 60pts per model. You can take a few naked Warriors to
act as ablative wounds for your more expensive guys, but 30pts per model is
expensive for this role. If you want melee Warriors I would suggest you take a
look at Shrikes/Raveners in the Fast Attack slots. Warriors have the advantage
of being a Troop choice and a better save over these guys, but are too slow to make
much impact. You could potentially take a large unit and Outflank it with Hive
Commander. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b>Example Builds </b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
3 Tyranid Warriors<span style="mso-tab-count: 8;"> </span>100pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<i style="mso-bidi-font-style: normal;">2x Scything Talons, Devourer. 1x
Scything Talons, Barbed Strangler. </i></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Nice and
cheap, I’d use this unit to hold an objective in cover at the back of the
board. Relatively cheap Synapse and can throw out a pinning anti-infantry
pie-plate with a decent range. No need to upgrade the Devourers as they won’t
be in range for most of the game anyway and are serviceable. Same deal with the
Scything Talons, and the small size of the unit should discourage opponents
from targeting it. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
5 Tyranid Warriors<span style="mso-tab-count: 8;"> </span>195pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<i style="mso-bidi-font-style: normal;">3x Rending Claws, Deathspitter.
1x Rending Claws, Barbed Strangler. 1x Scything Talons, Devourer.</i></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
A larger,
more expensive squad that will attract more attention. I’d advance a squad like
this to any midfield objectives, trying to stick to cover and keeping the naked
Warrior at the front. As they’ll be closer to the enemy it would be worthwhile
upgrading the Devourers, and potentially the Scything Talons too (as I have
done). It will usually be worthwhile taking Toxin Sacs if you think that the
unit will see any combat. It’s a cheap upgrade and should really help the claws
do damage thanks to the rerolls against T4 and below.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<u>
</u><div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<u><b style="mso-bidi-font-weight: normal;">Genestealer Brood </b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-PHfpVdsrbXU/Utb2Eyao5sI/AAAAAAAAAI8/a7IezEXyNvQ/s1600/gene.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-PHfpVdsrbXU/Utb2Eyao5sI/AAAAAAAAAI8/a7IezEXyNvQ/s1600/gene.png" height="288" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Fleet Leviathan Genestealer deals with a Blood Angel Terminator</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Good
offensive, but terrible defensive stats. Not a great combination for such an
expensive model. Like the Tyranid Warriors, their fragility makes them a pretty
rubbish unit. Don’t get me wrong, they’ll tear the face of pretty much any unit
they assault, their issue is getting there. Only reason to take these in my
opinion is if you want a lot of Infiltrating/Outflanking units in your Troop
choices.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
They can
also take a Sergeant style upgrade in the Broodlord. He’s essentially a Tyranid
Warrior sized Genestealer with the stats you would expect from that. He also
gets access to the Horror psychic power, which can be a reason to take a minimum
sized unit. The Horror can be used as a form of Assault Grenades but is nowhere near good enough to be relied upon.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<u><b style="mso-bidi-font-weight: normal;">Termagant Brood</b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-Zw5I72iJA3M/Utb2G0n0gmI/AAAAAAAAAJQ/-lhwkOc3S9Y/s1600/termagants.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-Zw5I72iJA3M/Utb2G0n0gmI/AAAAAAAAAJQ/-lhwkOc3S9Y/s1600/termagants.png" height="320" width="311" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Termagants seem a lot cooler in the art than their model would suggest</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The best of
our actual Troop choices, expect to see at least one brood of thirty in every
Tyranid list. This of course allows you to take a Tervigon as a Troops choice
which, while expensive, is definitely the best Troop we have access to. As they
are so cheap, a unit of thirty only sets you back 120pts, but I would suggest
upgrading the unit slightly. While most of the upgrades are too expensive or
useless in most situations, the Devourer upgrade is pretty sweet. You can mix
and match weapons now, so a unit with both Fleshborers and Devourers can
position the Fleshborers at the front to absorb wounds while the more expensive
Devourers can unload in relative safety. The extra 6” range of the Devourer
helps particularly well here. The exact ratio will take some figuring out but I’m
planning to play it safe with 10 Devourers and 20 Fleshborers in my squads to
begin with. I can add more later and it helps keeps costs done to try out some
of the other options in the codex in the meantime. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Spinefists
are actually more effective against GEq than the Fleshborer, but unless that is
all you ever face the Devourer is the only option I think is worth considering.
Running a few barebones squads as cheap objective holders is usually a good
idea. An opponent is unlikely to bother wasting any shots on a small unit of
Termagants, which will keep them safe for most of the game. You could even
consider reserving them to further add protection. This can stretch your
Synapse Web to breaking point however so be careful with how you spread these
out. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<u><b style="mso-bidi-font-weight: normal;">Hormagaunt Brood</b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-WvgLLp_5lSg/Utb2Fg7bipI/AAAAAAAAAJA/_eVLKrFClw0/s1600/horma.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-WvgLLp_5lSg/Utb2Fg7bipI/AAAAAAAAAJA/_eVLKrFClw0/s1600/horma.png" height="246" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hormagaunts of Hive Fleet Kraken overrun Sicarius' Company</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
The horde Troop that focuses on combat. Like Termagants, these are
pretty good. For 5 points you get 2 attacks at I5, albeit only S and WS 3. They
are fast thanks to Fleet, and can Run an extra 3”. I’d advise against taking
units of less than 20, with 30 being optimal. This ensures they reach combat
with the numbers to hold up the enemy, and maybe even do some damage. Not much
to really say about these, except that they have two options; Adrenal Glands
and Toxin Sacs. Adrenal Glands gives them S4 on the charge which allows them to
touch a lot of vehicles. It also allows them to get rerolls when combined with
Toxin Sacs against most T4 infantry, but then they are getting very expensive
at 10pts per model. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
As a Feed unit, Hormagaunts rely on Synapse more than Termagants. Termagants might run away or have to find some area terrain to do anything, but these guys will attack themselves or the nearest enemy unit which could be suicide for them.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
Units of 20-30 with Toxin Sacs or else barebones would be my
suggestion. Toxin Sacs allows them to pile the wounds on any unit no matter its
Toughness. Depends on what you want them to do really. If you’d rather them
just hold up the enemy and clog up fire lanes then barebones is the way to go.
If you want them to do some damage, go with Toxin Sacs. Adrenal Glands might be
fine, but I wouldn’t combine the two upgrades. They’re just too expensive that
way.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<u><b style="mso-bidi-font-weight: normal;">Ripper Swarm Brood</b></u></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-pGqJtDknjfA/Utb2F1VWJWI/AAAAAAAAAJI/pfilisO0dkA/s1600/rippers.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-pGqJtDknjfA/Utb2F1VWJWI/AAAAAAAAAJI/pfilisO0dkA/s1600/rippers.png" height="201" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Rippers swarm across the battlefield</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
These seem absolutely terrible. They don’t score, have terrible stats,
cost a lot, and have a lot of innate weaknesses thanks to the Swarm rule. You
could attempt to use them as a tarpit unit but equal points in
Termagants/Hormagaunts will be more effective. The only reason to use these is if you happen to own some of the Forgeworld models...now <i>that</i> is a swarm.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<b style="mso-bidi-font-weight: normal;">Summary</b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; text-align: justify;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
There are a
fair amount of dead units in Troops. Expect to only see Tervigons, Termagants,
and Hormagaunts in the Troops section of most lists. Tyranid Warriors and
Genestealers might find their way into some lists, but they’re definitely
suboptimal units. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Another
discouraging section of the codex. There are some decent units here, but the
internal balance has been terrible in the two sections I have covered.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
I’ll start
the Elites section tonight, but my internet will be down tomorrow so likely
will not finish it until Friday.</div>
<br />Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-71855987244187279912014-01-15T14:44:00.001+00:002014-01-15T21:59:42.390+00:00White Dwarf Changes and Warhammer Visions It seems the rumoured White Dwarf change is upon us.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-ftFcNCAKO84/Utabgi73fSI/AAAAAAAAAIs/n3XVi148eeM/s1600/article-2284618-00AD301600000259-365_634x537.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-ftFcNCAKO84/Utabgi73fSI/AAAAAAAAAIs/n3XVi148eeM/s400/article-2284618-00AD301600000259-365_634x537.jpg" height="338" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">White Dwarf dying (apparently; I'm no astronomer!)</td></tr>
</tbody></table>
While White Dwarf Magazine isn't dead it has changed to a weekly format. Here's the official word.<br />
<br />
<b><u> From GW:</u></b><br />
<br />
<b>"White Dwarf magazine goes weekly!</b><br />
<br />
<a name='more'></a><br /><br />
Saturday 1 February sees the birth of the new, weekly, <i>White Dwarf</i> magazine.<br />
<br />
Saturday 1 February sees the birth of the new, monthly, <i>Warhammer: Visions</i> magazine.<br />
<br />
Yes, that’s right. We’ll be launching two new magazines on the same day, Saturday 1 February.<br />
<br />
<b>White Dwarf, now weekly.</b><br />
<br />
From Saturday 1 February, White Dwarf will be available each and
every Saturday exclusively in your local Games Workshop store,
Independent Stockist and at <a href="http://www.games-workshop.com/gws/home.jsp">games-workshop.com</a><br />
<i>White Dwarf</i> will contain everything that’s new and exciting
in the hobby that week, from news and information on all the week’s
other new releases, to new columnists, interviews, painting, modelling,
game rules and much more. And the price? The same as a pot of your
favourite Citadel paint.<br />
<br />
<b>Warhammer: Visions, now monthly.</b><br />
<br />
<i>Warhammer: Visions</i> will be available on the first Saturday every month in your local Games Workshop store, Independent Stockist, <a href="http://www.games-workshop.com/gws/home.jsp">games-workshop.com</a> and local newsstands in the UK, Europe and Australia.<br />
<br />
<i>Warhammer: Visions</i> is a completely new monthly magazine,
also from the White Dwarf team. It’s unlike anything we’ve ever done
before and this super high-quality visual feast weighs in at a whopping
236 pages, each and every month.<br />
<br />
<b>Just 17 days to go and counting.</b><br />
<br />
After months of planning and hard work, we’re really excited to be
able to share this news with you. We were overwhelmed by all the support
and feedback you gave us last time we relaunched White Dwarf back in
September 2012 (and by your emails and photos that you send us every day
– please keep them coming), and we’re even more excited by what we’ve
got coming up for you in 2014.<br />
<br />
If you can’t wait for Saturday 1 February and want to know more, then your local Games Workshop store manager has more info…"<br />
<br />
<br />
<br />
<br />
<br />
<b>And from Faeit 212:</b><br />
<br />
"The new release schedule will break up the model and codex release for each month with the codex being in the second week. <br />
<br />
week 1 Model,<br />
week 2 codex+cards,<br />
week 3 model,<br />
week 4 model and black library"<br />
<br />
<br />
<br />
<br />
<br />
<br />
I love the sound of the White Dwarf changes, particularly Warhammer Visions. White Dwarf weekly still just sounds like a catalog, but we will hopefully see more rules released/updated through it. <br />
<br />
The changes to releases I have mixed feelings on. If it means there will be a greater amount of models released then I am all for it, but it seems likely that this will not be the case. I expect that it will have changed so that we cannot look at the codex to see how effective any new miniatures are at release, and to spread the cost over a few weeks so we end up buying more. I am happy to be wrong of course. We'll find out in a few weeks.<br />
<br />Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-56391566632729599872014-01-15T00:49:00.000+00:002014-01-15T21:58:53.285+00:00Tyranid Review: HQ Tactica<!--[if gte mso 9]><xml>
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The second part of my Tyranid review. I cover the HQ section here. Again these are just my opinions.</div>
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If you disagree or have any feedback, let me know. This is as much to help me figure out the new </div>
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Codex as to provide my review.</div>
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<b style="mso-bidi-font-weight: normal;"><u>Hive Tyrant</u></b></div>
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It’s not a
Tyranid army without a Hive Tyrant. The iconic leader of the swarm, the Hive
Tyrant boasts a decent statline, Mastery Level 2, and access to most of the
wargear chart. He also has the Synapse Creature and Shadow in the Warp special
rules allowing him to keep both his underlings and any enemy psykers nearby in
check. </div>
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-H7bkZGJRzMQ/UtXYaIadPvI/AAAAAAAAAHw/0kDzcieyjoU/s1600/hive+tyrant.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-H7bkZGJRzMQ/UtXYaIadPvI/AAAAAAAAAHw/0kDzcieyjoU/s640/hive+tyrant.png" height="640" width="475" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Tyrant of Hive Fleet Leviathan</td></tr>
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Before
getting into the majority of the options, we need to mention the Wings
biomorph. For a reasonably minor cost you can turn your Hive Tyrant into a
Flying Monstrous Creature. This provides him with much greater manoeuvrability
and provides some defence as well. To get the most out of your Hive Tyrant I
see very little reason to not take Wings; they just add so much to the unit. In
the past a Hive Tyrant with Wings toting two pairs of Devourers with Brainleech
Worms has been the go-to Tyrant load out, and I don’t think this has changed. Twelve
twin-linked S6 shots that can use the Skyfire rule can do a lot of damage to
most units. If you are so inclined, you’ll be fine only taking one pair of
Devourers and either Scything Talons or Bonesword & Lashwhip. With two
rolls on the Tyranid Discipline table there’s a moderate chance of rolling Warp
Blast, and Wings provides you with Vector Strike, both of which will count as a
shooting attack. This also helps close combat Hive Tyrants to remain viable.
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The Hive
Tyrant has access to three unique upgrades; Indescribable Horror, Old
Adversary, and Hive Commander. Indescribable Horror improves the Tyrant’s Fear,
Old Adversary gives him Preferred Enemy, and Hive Commander allows a Troop
choice to Outflank. Hive Commander is a nifty upgrade to give to a Tervigon,
but the other two aren’t worth talking about. Many units are immune to Fear and
rerolls are easy to get on a Hive Tyrant through Toxin Sacs or the Reaper.</div>
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I will take
about walking Tyrants in the Tyrant Guard entry.</div>
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<b style="mso-bidi-font-weight: normal;">Example Builds</b></div>
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Hive Tyrant<span style="mso-tab-count: 9;"> </span>250pts</div>
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<i style="mso-bidi-font-style: normal;">Devourers with Brainleech Worms, Devourers
with Brainleech Worms</i></div>
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<i style="mso-bidi-font-style: normal;">Wings, Hive Commander</i></div>
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This option
would be the one I would field most often. With twin-linked BS4 you’ll be
reliably throwing out 10-11 S6 hits which are able to shoot down most flyers.
Even with two pairs of Devourers, he is no slouch in combat either. Hive
Commander allows you to Outflank a Tervigon allowing you to start spawning
Termagants in your opponents backfield. <span style="mso-spacerun: yes;"> </span></div>
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Hive Tyrant<span style="mso-tab-count: 9;"> </span>260pts</div>
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<i style="mso-bidi-font-style: normal;">Reaper of Obliterax, Scything Talons</i></div>
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<i style="mso-bidi-font-style: normal;">Wings, Adrenal Glands</i></div>
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If I wanted
to run a close combat Tyrant, I would consider this build. If I can roll it,
Warp Blast and Vector Strike would be the two ranged weapons I would make use
of. The combination of the Reaper and Adrenal Glands provides the Tyrant with 6
S8 attacks on the charge which reroll to wound, 6’s cause Instant Death, and
all at Initiative 8. While it is expensive, I feel you get what you pay for. S8
is particularly nice as it allows for the Instant Deathing of T4 models without
relying on rolling a 6, while also allowing you to inflict a decent amount of
wound son even the toughest opponents. On the charge, you should statistically
kill a Wraithlord, and even have a reasonable chance at getting a 6 to Instant
Death a Wraithknight. The Shred provided by the Reaper gives you a second
chance at rolling a 6 with your failed wounds too. Fleet is also a great
ability for any combat unit.</div>
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<b style="mso-bidi-font-weight: normal;"><u>Swarmlord</u></b></div>
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-hFIp58QHwlE/UtXYjziyiBI/AAAAAAAAAH8/maixp6Ni8rw/s1600/Swarmlord.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-hFIp58QHwlE/UtXYjziyiBI/AAAAAAAAAH8/maixp6Ni8rw/s400/Swarmlord.png" height="400" width="325" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Swarmlord at Macragge</td></tr>
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A special character Hive Tyrant, the Swarmlord is one of the
scariest characters in the game. He comes with the same special rules as a Hive
Tyrant but gains a bonus to reserves, can hand out a special rule to a nearby
unit, comes with the extra synapse range Warlord Trait, and is a Mastery Level
3 Psyker. His statline is similar to a Hive Tyrant’s but he has an extra WS, W,
and I. He is equipped with two pairs of unique Bone Sabres which grant him a 4+
Invulnerable Save in combat and the Instant Death rule. The selection of
special rules he can give to a nearby unit are: Furious Charge, Monster Hunter,
or Preferred Enemy. </div>
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<br /></div>
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He is
expensive at 285pts (and really needs to buy a bodyguard so will end up costing
more) but he does add a lot to the army. He can go toe to toe with most units
and come out on top, hands out special rules, can fire of three psychic powers,
buffs reserve rolls, and has a larger synapse. I feel his major weaknesses (his
high cost and how slow he is) will result in him not seeing much play. He also
takes up a slot that could be filled by a Winged Hive Tyrant.</div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u>Tyrant Guard</u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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With W2, T6
and a 3+ save, these guys are tough. They can be purchased as bodyguards for a
Tyrant or the Swarmlord. Note that you don’t need to deploy with them so if you
are a fan of the unit but want to run a Flying Hive Tyrant, you are free to
deploy them separately. Treat these as a mandatory purchase if you are taking a
Hive Tyrant without Wings or the Swarmlord. They are needed for the added survivability
as they allow a Tyrant/Swarmlord to join the unit like an Independent Character
could. 50pts essentially gets you an extra two wounds with a few attacks
attached. They come stock with Rending Claws and Scything Talons, but can
exchange the Talons for Bonesword & Lashwhip, or Crushing Claws. I would
suggest running either two with no weapon upgrades or three with one having
Crushing Claws for the added combat punch. Adrenal Glands and Toxin Sacs are
both relatively cheap upgrades, so these can be added too. Note that unless the
Tyrant also has Adrenal Glands they will not benefit from Fleet.</div>
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-mkiE7KE7Y5Q/UtXZ4ZHZV3I/AAAAAAAAAIU/Rzn-wlXiACg/s1600/Tyrant_Guard.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-mkiE7KE7Y5Q/UtXZ4ZHZV3I/AAAAAAAAAIU/Rzn-wlXiACg/s400/Tyrant_Guard.png" height="400" width="332" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Tyrant Guard berserking</td></tr>
</tbody></table>
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<br /></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
A walking
Tyrant will benefit more from the Monstrous Bio-cannons as it will allow him to
influence the game more as he advances. A Heavy Venom Cannon will allow you to
take pot-shots enemy vehicles as you advance, while a Stranglethorn Cannon will
allow you to lay down some Pinning anti-infantry pie plates. You could argue
that taking Adrenal Glands and then Fleeting up the board would be more
beneficial but any Tyrant looking to get into melee should really be flying.
The benefit of a walking Tyrant is that it provides a durable centre to your
swarm that provides synapse with access to Dominion for improved range.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Example Builds</b></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Swarmlord<span style="mso-tab-count: 9;"> </span>455pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
3 Tyrant
Guard</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<i style="mso-bidi-font-style: normal;">1 pair of Crushing Claws</i></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
An extremely
expensive unit that is hard as nails. With 11 T6 3+ Armour Save wounds, advance
this unit up behind some cover, or with a Venomthrope in tow (or both) and your
opponent will struggle to deal with it (especially as you’ll likely have other
faster Monstrous Creatures drawing fire). With the slow speed, lack of any
ranged weapons, and high costs, I would rarely run this myself but it is
practically the only way to run the Swarmlord. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Hive Tyrant<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 8;"> </span>305pts<span style="mso-tab-count: 2;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<i style="mso-bidi-font-style: normal;">Scything Talons, Heavy Venom Cannon</i></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<i style="mso-bidi-font-style: normal;">Hive Commander</i></div>
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2 Tyrant Guard </div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Much more
reasonably costed, this unit only has 8 T6 3+ Armour Save wounds but is less
than 70% of the cost and is also less threatening so will draw less fire. This
Tyrant’s job is to advance with the rest of the army, providing synapse,
supporting them with his psychic powers, allowing a troop choice to Outflank
and throwing out a S9 blast as he advances. While I am still unlikely to run
this over a Hive Tyrant with Wings, I prefer this style of build to the
Swarmlord above.</div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Old One Eye</u></b></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
A special
character Carnifex, Old One eye costs 45pts more than a similarly equipped
Carnifex but comes with a few extras. His statline is slightly different, with
an extra point of S, A, and Ld. He gains two special rules; Alpha Leader, and
Berserk Rampage. Alpha Leader is a poor man’s Synapse Creature as it allows
units within 12” to use his Leadership of 8 instead of their own. This helps
them pass Instinctive Behaviour tests easier, but it really isn’t a
replacement. Berserk Rampage grants him an extra attack for each hit he scores
on an enemy unit. These do not grant further bonus attacks. This generally
means that he’ll get 4-5 S10 Armourbane hits on an enemy unit, plus his Tail
Attack. You may as well just remove any vehicles he reaches, especially if they
didn’t move in the previous turn. If you select him to be your Warlord he also
gains the Adaptive Biology Warlord trait which grants him Feel No Pain after he
takes a wound. </div>
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-5GOTRO1mHkc/UtXYkCVIZ4I/AAAAAAAAAIE/ds9n4-N3nhE/s1600/OOE.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-5GOTRO1mHkc/UtXYkCVIZ4I/AAAAAAAAAIE/ds9n4-N3nhE/s400/OOE.png" height="400" width="302" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Old One Eye on Calth</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
While I
think he is only slightly overcosted, I don’t think he’s a great option. His
loadout isn’t optimal and he has to run up the field on his lonesome. He would
be much more viable if he were an upgrade character to a brood of Carnifex as
that would allow him to actually reach the enemy. As it is, most armies will be
able to just blow him of the field on Turn 1, Warlord Trait or not. </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<br /></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Tervigon</u></b></div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Rocking 6
wounds at T6 and a 3+ Armour Save, the Tervigon is rather resilient. It is a
Synapse Creature, has Shadow in the Warp, Mastery Level 1, and Stinger Salvo.
With below average offensive stats for a Tyranid Monstrous Creature the value
of the Tervigon clearly does not lie in combat. The Tervigon’s main job is the
ability to spawn units of Termagants. </div>
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<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
At the end
of the movement phase a Tervigon can spawn some Termagants. The size of the
unit is determined by rolling 3D6. If any doubles are rolled (about a 50%
chance) the Tervigon has ran out of Termagants to spawn and can’t do it for the
rest of the game. These spawned Termagants cannot move or charge that turn, but
can run or shoot. Termagants within 12” of a Tervigon also gain the
Counter-attack special rule. On the flipside, if a Tervigon dies, every
Termagant unit within 12” suffer 3D6 S3 hits.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The best
thing about the Tervigon is actually part of the Termagant profile. For every
30 strong brood of Termagants you have you can take a Tervigon as a Troop
choice. If you are running Tervigons, this is how I’d suggest you do it. Being
taken as Troops allows you to Outflank it using Hive Commander, as well as
providing you with a tough scoring Monstrous Creature with which you can
capture objectives.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://2.bp.blogspot.com/-DvAp4DQWUwI/UtXYjRXXyeI/AAAAAAAAAH4/kFeYX4uSswU/s1600/Tervigon.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://2.bp.blogspot.com/-DvAp4DQWUwI/UtXYjRXXyeI/AAAAAAAAAH4/kFeYX4uSswU/s400/Tervigon.png" height="400" width="323" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Fleet Kraken Tervigon</td></tr>
</tbody></table>
<div class="MsoNormal">
The Tervigon is one of the few units I would rather have
Stinger Salvo than Cluster Spines on, as the Large Blast could prove quite
dangerous to any spawned Termagants if you roll a bad scatter. As for the other
upgrade options, I would suggest leaving the Tervigon barebones. If you want it
to advance into the thick of it and wish to send it into combat rather than
plonking it on an objective Crushing Claws is a fine upgrade. As it can take
Bio-artefacts you could even give it the Reaper. I don’t think it’s a terribly
viable strategy, but it definitely increases its combat capabilities and could
take an opponent by surprise. As I said, barebones, as a Troop choice is my
suggestion. I’d definitely include at least one in most armies.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Tyranid Prime</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal">
An HQ Tyranid Warrior and our only Independent Character. He
can give his BS and WS to a unit of Warriors and is also T5 so can tank any
S8-9 hits the unit takes. Beyond that there is not much to him. By the time you
give him his wargear you’ll be in Hive Tyrant price range. The Hive Tyrant will
only be barebones, but it’ll still add more to the army than the Prime. Unless
you have a specific role in mind for him, leave him at home. He has a model now
I guess…that’s nice.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Deathleaper</u></b></div>
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<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-pn6GZHWfIOU/UtXZ5Bw1M2I/AAAAAAAAAIc/LK6tw_xZbVo/s1600/deathleaper.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-pn6GZHWfIOU/UtXZ5Bw1M2I/AAAAAAAAAIc/LK6tw_xZbVo/s400/deathleaper.png" height="400" width="290" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Deathleaper stalking his prey</td></tr>
</tbody></table>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
A special
character Lictor. Over a regular Lictor he has +3 WS, +1 I, and +1 A. Other
than that he gets two more special rules; “It’s after me!”, and “Where is it?”.
These allow you to reduce the Leadership of an enemy character by D3 as long as
Deathleaper is alive, and enemy units may only snapfire at him. If he is your
Warlord, he also gets the Mind Eater Warlord Trait although he is too squishy
to go up against most Independent Characters.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
He’s not
great in my opinion. If you take him you’re really taking him for the –D3
Leadership to an enemy psyker. If that isn’t super important to you, you can
take almost three regular Lictors instead of Deathleaper and they’ll serve you
better.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u>Summary</u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;"><u><span style="text-decoration: none;"><br /></span></u></b></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
The Hive
Tyrant really is the stand out choice of the HQ section. The only other option
that can compete in my opinion is the Tervigon, and even that is mainly due to
the fact it can be a Troop choice. Perhaps I am over valuing the Tyrant but he
actively made other choices seem worse by them taking up a slot he could fill.</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
That's it for the HQ review. I'll work on the Elite and Troop sections tomorrow. </div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com3tag:blogger.com,1999:blog-3363484320076199142.post-47195366046966421052014-01-14T18:23:00.001+00:002014-01-21T23:15:18.350+00:00Tyranid Review: Army Special Rules, Wargear, and Psychic Discipline Tactica<!--[if gte mso 9]><xml>
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<![endif]-->Presented here is the first part of my Tyranid Tactica/Review. Note that anything I say is merely my opinion. This is as much for me to work through the options in the new book as it is for others, so feel free to leave your thoughts and opinions in the comments.<br />
<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://2.bp.blogspot.com/-kZBXuH20V64/UtV7nizVXYI/AAAAAAAAAG0/qA1Y5YMzzqo/s1600/codex+cover.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://2.bp.blogspot.com/-kZBXuH20V64/UtV7nizVXYI/AAAAAAAAAG0/qA1Y5YMzzqo/s400/codex+cover.png" height="400" width="293" /></a></div>
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<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u>Army Special Rules</u></b></div>
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<b style="mso-bidi-font-weight: normal;">Synapse Creature </b></div>
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Synapse is tremendously important to Tyranids. Possessed by
many units which fill a leadership role, this rule gives the unit and all
friendly models within 12” the Fearless special rule. </div>
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<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Instinctive Behaviour</b></div>
<div class="MsoNormal">
This is the reason synapse is so important to the Tyranid
army. If a Tyranid unit begins its turn outside of synapse range it must take a
Leadership test. If this is failed they roll on their Instinctive Behaviour D6
table. There are three different tables; Lurk, Hunt, and Feed. On a 1-3
something bad happens, 4-5 either forces or encourages the unit to do
something, and a 6 is the same as 4-5 but with a beneficial special rule. </div>
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<a name='more'></a><br /></div>
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Lurk is a passive table. Rolling a 1-3 causes the unit to
Fall Back. A 4-5 means the unit cannot assault and can only shoot if it is in a
building or area terrain. On a 6 it also gains the Stealth rule. Due to the
usually short range of Tyranid weapons this table is usually all negative. Assuming
they aren’t falling back, they units appear to still be able to score and can
still move wherever you want them to at least.</div>
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Hunt is an aggressive ranged table. On a 1-3 the unit Goes
to Ground. On a 4-5 the unit cannot run or assault, and must shoot at the
nearest target. On a 6 they also gain Preferred Enemy. This honestly isn’t too
bad. You’d obviously rather not roll on it and it could really screw you over,
but it could be worse.</div>
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Feed is an aggressive melee table. On a 1-3 the unit attacks
itself. A 4-5 causes the unit to not be able to run or assault, and must charge
the nearest enemy. A 6 grants you Rage. This could work out fine, but could
also have your unit suicide against the enemy or even just eat itself. The most
detrimental list to roll on. Do your utmost to keep your units within synapse
range at all times. </div>
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<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Shadow in the Warp</b></div>
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A -3 penalty to the Leadership of any psykers within 12”.
Decent psychic defence if a little tame compared to the fluff. Note that it doesn’t
just affect Psychic Tests.</div>
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<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-QvDZHRbkL00/UtV8J0sB9HI/AAAAAAAAAG8/M11T2MEHtnk/s1600/warlord+traits.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-QvDZHRbkL00/UtV8J0sB9HI/AAAAAAAAAG8/M11T2MEHtnk/s400/warlord+traits.png" height="400" width="351" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A Hive Tyrant duels with an Autarch</td></tr>
</tbody></table>
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<b style="mso-bidi-font-weight: normal;"><u>Warlord Traits
Table</u></b></div>
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<span style="mso-bidi-font-family: "Times New Roman"; mso-fareast-font-family: "Times New Roman";"><span style="mso-list: Ignore;">1.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Nature’s
Bane</b>: This is terrible. Allows you to turn trees into carnivorous trees.
Depending on your terrain it could have some use, but is also completely
useless in urban terrain.</div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span style="mso-bidi-font-family: "Times New Roman"; mso-fareast-font-family: "Times New Roman";"><span style="mso-list: Ignore;">2.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Heightened
Senses</b>: Grants units within 12” Night Vision. Has potential, but requires
you to hold your warlord back to make best use of it. As your warlord will tend
to have wings (more on that later), getting the most use out of this will be
awkward.</div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span style="mso-bidi-font-family: "Times New Roman"; mso-fareast-font-family: "Times New Roman";"><span style="mso-list: Ignore;">3.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Synaptic
Lynchpin</b>: An extra 6” range to synapse. This is pretty much always going to
be useful. With Instinctive Behaviour as debilitating as it is, extra synapse
range is great to keep your Gaunts under control.</div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span style="mso-bidi-font-family: "Times New Roman"; mso-fareast-font-family: "Times New Roman";"><span style="mso-list: Ignore;">4.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Mind
Eater</b>: Gives 2 VP for each IC killed in a challenge. The extra VPs are
handy, especially if your warlord can handle enemy ICs like a Hive Tyrant can. </div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span style="mso-bidi-font-family: "Times New Roman"; mso-fareast-font-family: "Times New Roman";"><span style="mso-list: Ignore;">5.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Digestive
Denial</b>: Reduces the cover save of a piece of terrain (not Fortifications)
on your opponent’s side by 1. Of limited use; Tyranids are not known for their
low AP, so opponents will generally get their armour save anyway.</div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<span style="mso-bidi-font-family: "Times New Roman"; mso-fareast-font-family: "Times New Roman";"><span style="mso-list: Ignore;">6.<span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Adaptive
Biology</b>: Gains Feel No Pain after it takes its first wound. Pretty good.
Feel No Pain is a great defensive boost.</div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Summary</b></div>
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It’s definitely worth rolling on the Tyranid Warlord table
as opposed to the rulebook ones. Hope for a 3, 4, or 6. These are the ones that
add the most to the game.</div>
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<br /></div>
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</div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://1.bp.blogspot.com/-HG2ljHE3XPg/UtV8_uWaDOI/AAAAAAAAAHI/PvC-_u596as/s1600/Behemoth.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://1.bp.blogspot.com/-HG2ljHE3XPg/UtV8_uWaDOI/AAAAAAAAAHI/PvC-_u596as/s400/Behemoth.png" height="295" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Ultramarines 3rd Company desperately attempt to relieve the 1st</td></tr>
</tbody></table>
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<b style="mso-bidi-font-weight: normal;"><u>Bio-artefacts</u></b></div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Maw-claws of Thyrax</b></div>
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Rending Claws with Assimilate, which gives the model and his
unit Preferred Enemy against the opposing Codex. If for some reason you want to
take Rending Claws on a model with access to Bio-artefacts, just go ahead and
get these instead. But honestly you don’t want to be taking Rending Claws on
anything with access to these.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">The Norn Crown</b></div>
<div class="MsoNormal">
A nice effect but priced extremely highly. Considering the
Primaris power of our Discipline gives the same effect I would just save the
points.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Miasma Cannon</b></div>
<div class="MsoNormal">
Not terrible in my opinion. A Poisoned 2+, AP4 flamer or
blast weapon. It isn’t really any more powerful than the Monstrous Bio-cannons
you can get access to but does give some versatility due to the 36” blast or
flame template. I can see it getting some use on a Flyrant with a Thorax weapon
for the dual flame templates, or on a Prime who doesn’t get access to the Monstrous
Bio-Cannons. It would have been great if it was more points but gained AP3, as
that way it would add something extra and make it feel as good as a
one-per-army weapon should.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">The Ymargl Factor</b></div>
<div class="MsoNormal">
The only way to get a 2+ armour save Hive Tyrant and, even
then, only in every other Assault Phase. Every Assault you get to pick between
an +1 to armour save, +1 Attack, or +1 Strength, but you cannot pick the same
effect twice in a row. Similar to the Norn Crown, it is a nice effect but it is
just priced too high to be of much use. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Reaper of Obliterax</b></div>
<div class="MsoNormal">
The most expensive bio-artefact, this one is an improved
Bonesword & Lashwhip option. It gains +1 Strength and Shred over a regular
Bonesword & Lashwhip effect, but weighs in at over double the price. It’s expensive
but can be useful on a Hive Tyrant if facing Wraithknights/Wraithlords. The
reroll to wound can really help get that 6 for Instant Death. It could even be
of some use on a Tervigon. These do not have access to regular Boneswords &
Lashwhips, and it turns them into a fairly competent melee combatant.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Summary</b></div>
<div class="MsoNormal">
The Miasma Cannon and Reaper of Obliterax are the only ones
worth considering really, but even then, I would not say they were an auto
include by any means.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://3.bp.blogspot.com/-6eV0KSlOvuk/UtV-kOpHTOI/AAAAAAAAAHU/8hGVxNOyyTU/s1600/wargear.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://3.bp.blogspot.com/-6eV0KSlOvuk/UtV-kOpHTOI/AAAAAAAAAHU/8hGVxNOyyTU/s640/wargear.png" height="640" width="469" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">A collection of Tyranid Weapon Biomorphs</td></tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u>Wargear</u></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I’ll just be going over the wargear that are used by many
units.</div>
<div class="MsoNormal">
Melee weapon effects no longer stack. Instead you must
choose which to use and a second pair of melee weapons gives an extra attack.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Melee Weapons</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Boneswords</b></div>
<div class="MsoNormal">
A Power Sword which causes Instant Death on a 6. Combos well
with Toxin Sacs due to the rerolls it generally offers (giving another chance
at rolling a 6). Great if given to a melee unit. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Crushing Claws</b></div>
<div class="MsoNormal">
A Power Axe with the Armourbane special rule. The only AP2
combat weapon, but we have plenty of Monstrous Creatures to make up for it. Pretty
good weapon.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Lashwhip and Bonesword</b></div>
<div class="MsoNormal">
Combines the Bonesword and Lashwhip into one profile, but
costs more than the pair of Boneswords. If you wish to make a melee Hive
Tyrant, go for these.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Rending Claws</b></div>
<div class="MsoNormal">
An AP5 close combat weapon which has the Rending special
rule. If you want a cheap melee upgrade, these are a great option.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<b style="mso-bidi-font-weight: normal;">Scything Talons</b></div>
<div class="MsoNormal">
Essentially just a regular close combat weapon, with the
benefit of AP6. These tend to be the second pair of close combat weapons which
give you the extra attack. In general, nothing special.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Ranged Weapons</b></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Barbed Strangler</b></div>
<div class="MsoNormal">
Stats are a bit unimpressive, but against the right target
(GEq) this can be devastating. Even against those opponents who are not
optimal, pinning can still be useful. The Bio-cannon of choice on a Tyranid
Warrior brood.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Cluster Spines</b></div>
<div class="MsoNormal">
Available to many of the bigger Tyranids, this is usually an
alternative to Stinger Salvo. This is a S5 AP- Large Blast. Generally seen as
the better option but I would forego both unless it comes base. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Deathspitter</b></div>
<div class="MsoNormal">
The iconic weapon of Tyranid Warriors is a perfectly fine
weapon. Good amount of shots at a decent Strength and average AP. Never take
these on anything bigger than a Warrior however; unlike the Devourer, the
Deathspitter still doesn’t have a Monstrous Bio-cannon variant.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Devourer</b></div>
<div class="MsoNormal">
The base gun of Warriors and Shrikes, and the upgraded gun
of Termagants. One less Strength and no AP compared to a Deathspitter, but the
same number of shots and range. If you want to keep your Warriors cheap then it
is perfectly fine to leave them with Devourers. They also give your Termagants
the ability to do some real damage at range. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Devourer with Brainleech Worms</b></div>
<div class="MsoNormal">
The Monstrous Bio-cannon version of the Devourer. Still 18”
range and AP-, but throws out 6 twin-linked S6 shots. Two pairs is great at
mowing down infantry, piling saves on Terminators/Monstrous Creatures, and
stripping away Hull Points. Great weapon.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Heavy Venom Cannon</b></div>
<div class="MsoNormal">
A S9 AP4 Blast. Nothing too impressive and there are usually
better options on units with access to these (like the above option). If you
are looking some more anti-vehicle firepower, there are worse things to spend
your points on however.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Spinefists</b></div>
<div class="MsoNormal">
The only gun to retain the Number of Shots = Attacks value
rule. The only viable use for these is on Termagants, and even then that is
only when facing GEq. <span style="mso-spacerun: yes;"> </span></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Stinger Salvo</b></div>
<div class="MsoNormal">
The other half of Cluster Spines. This exchanges the AP-
Large Blast for AP4 Assault 4. Usually worse than the Cluster Spines, but not
necessarily a bad choice. Comes base on many units that get access to them so
if you want to keep the unit cheap, not upgrading to Cluster Spines is fine.
Often a better choice on a Tervigon where the Large Blast could scatter onto
the Termagaunts you just spawned.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Stranglethorn Cannon </b></div>
<div class="MsoNormal">
The Monstrous Bio-cannon version of the Barbed Strangler. A
great anti-infantry weapon. It won’t kill marines but will devastate Guard; even Instant Deathing their Heavy Weapon Platoons. As with the Barbed Strangler, the ability to pin is useful. Only real
issue is that Tyranids really do not struggle to fit anti-infantry weapons into
the list.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Venom Cannon</b></div>
<div class="MsoNormal">
Standard version of the Heavy Venom Cannon. Same as the
Heavy but -3 Strength. Doesn’t really fill a role. Don’t bother with this.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Biomorph Upgrades</b></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Acid Blood</b></div>
<div class="MsoNormal">
When wounded, the wounder must take an Initiative test. If
failed, he takes a S5 AP2 hit. Could potentially be useful on the creatures
with 5-6 wounds, but I feel it’s not worth the points even then. A few
creatures come with this included however and it’s definitely worth
remembering. Every little helps.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Adrenal Glands</b></div>
<div class="MsoNormal">
Grants Fleet and Furious Charge. Great boost to combat
focused Tyranids.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Regeneration</b></div>
<div class="MsoNormal">
50% chance of getting a wound back at the end of your turn.
It Will Not Die was too much to ask for apparently. Don’t bother with this ever.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Toxin Sacs</b></div>
<div class="MsoNormal">
Gives the user Poison in close combat. Another great biomorph
for combat creatures. Makes the smaller Tyranids able to wound even
Wraithknights easily and gives the bigger ones re-rolls.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Thorax Biomorphs</b></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal">
There are three variants of these. All are Assault 1 flame templates.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Dessicator Larvae is S1 AP-, Fleshbane. Electroshock Grubs
is S5 AP5, Haywire. Shreddershard Beetles is S3 AP-, Rending, Shred. I’d rate
them as EG>SB>DL. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
DL and SB are fairly similar in terms of damage output, but
the potential for rending wounds and reliability of rerolls makes me lean
towards SB. EG is great as it is a threat to vehicles and infantry thanks to
its decent Strength and Haywire. Overall, a good upgrade for a close combat
Hive Tyrant.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Tail Weapons</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Available to various Monstrous Creatures, these grant an
extra attack that does not benefit from the users special rules or contribute
to extra attack via two pairs of weapons. There are four variants; Bone Mace,
Prehensile Pincer, Thresher Scythe, and Toxinspike.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Bone Mace is S8 AP- Unwieldy, Prehensile Pincer is S6 AP5,
Thresher Scythe is S4 AP4 Rending, and Toxin Spike is S1 AP6 Poison 2+. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Prehensile Pincer and Bone Mace are the only okay ones due to the higher Strengths
but even they are pretty bad. Don’t bother with these. A welcome return, but
terrible execution. </div>
<div class="MsoNormal">
<br /></div>
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-fmeX4L_c1xA/UtV_5CTYh9I/AAAAAAAAAHg/vtiKH8fn1lg/s1600/Zoanthropea.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-fmeX4L_c1xA/UtV_5CTYh9I/AAAAAAAAAHg/vtiKH8fn1lg/s320/Zoanthropea.jpg" height="320" width="310" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The Doom of Malan'tai</td></tr>
</tbody></table>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><u>Tyranid Discipline</u></b></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal">
Tyranids don’t get access to any rulebook Disciplines so
like it or not you have to roll on the Tyranid Discipline table.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">Primaris</b>: Dominion. Adds 6” to synapse
range. Take this over the Norn Crown but the other</div>
<div class="MsoNormal" style="margin-left: 72.0pt; text-indent: 36.0pt;">
powers are
generally better.</div>
<div class="MsoNormal" style="margin-left: 72.0pt; text-indent: 36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">1</b>: Catalyst. Grants Feel No Pain to the
caster and another unit within 12”. Great effect. If you</div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<span style="mso-spacerun: yes;"> </span>roll this power you’ll want to keep it.</div>
<div class="MsoNormal" style="text-indent: 36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">2</b>: The Horror. Target must take a
Pinning test. Seems to be what Genestealers use instead of </div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<span style="mso-tab-count: 2;"> </span>Assault Grenades. A
decent power which can keep an enemy unit such as a</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: 36.0pt;">
Riptide locked
down.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: 36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">3</b>: Onslaught. Allows the target to run
then shoot. Could be useful due to the short range of </div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<span style="mso-tab-count: 2;"> </span>Tyranid ranged weapons. </div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">4</b>: Paroxysm. Target unit loses D3 WS
and BS. A great effect which can rip the teeth out of</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><span style="mso-tab-count: 2;"> </span></b>an
enemy unit and help your units survive/do more damage.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">5</b>: Psychic Scream. The worst of the
bunch. Switch this out for Dominion every time.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;">6</b>: Warp Blast. Great power and the only
Warp Charge 2 one. Has an anti-infantry and an</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; margin-left: 36.0pt; margin-right: 0cm; margin-top: 0cm; text-indent: -36.0pt;">
<b style="mso-bidi-font-weight: normal;"><span style="mso-tab-count: 2;"> </span></b>anti-tank
firing mode. A Hive Tyrant with Wings becomes very scary for the </div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<span style="mso-tab-count: 2;"> </span>opponent if he manages
to roll this on the table.</div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
<br /></div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
This concludes this section of the Review and I'll finish of the rest of it over the next few days I'll get </div>
<div class="MsoNormal" style="margin-left: 36.0pt; text-indent: -36.0pt;">
started on the HQ section later tonight. </div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com2tag:blogger.com,1999:blog-3363484320076199142.post-22418421160878420942014-01-09T21:18:00.001+00:002014-01-09T21:20:34.045+00:00Hobby Update: ChristmasBeen a while since I posted anything due to real life, but the past weeks have been a very busy time for the hobby.<br />
<br />
With the release of Escalation and Stronghold Assault the 40k community has been pretty agitated due to the powerful units that have become available. It hasn't really affected Derpzilla too much; Hieronymus is considering getting the Necron Tesseract Vault kit, CA55EN the Baneblade, and I have picked up a Firestorm Redoubt. Elsewhere on the GW front, GW released their annual Christmas bundles and several were pretty good value. Hieronymus decided to start collecting an Eldar army and purchased an Eldar Ghost Warriors boxset. This makes him the second Eldar player in our playgroup, but he is limiting himself to mainly Wraith units meaning the diversity has increased.<br />
<br />
In light of recent Tyranid leaks I have also decided to redirect the money I have saved up for the release into my Tau army in the form of the Tau Empire Firebase Support Cadre. This also allows me to use the new Tau Dataslate of the same name which should prove effective. On the subject of the new Tyranids, its sounding very disappointing. I'll get the Codex and play around with a few lists before jumping to any conclusions, but the leaks have been very disheartening. We shall see how they turn out in the end.<br />
<br />
<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="http://4.bp.blogspot.com/-FcJq_XFgizo/Us8RS4BN2NI/AAAAAAAAAGk/hczTzLSOpoQ/s1600/1389077812532.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" src="http://4.bp.blogspot.com/-FcJq_XFgizo/Us8RS4BN2NI/AAAAAAAAAGk/hczTzLSOpoQ/s1600/1389077812532.png" height="320" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">RIP Doom, Ymargl's, Parasite, and Snot Pods</td></tr>
</tbody></table>
<br />
<br />
Hieronymus and CA55EN continue to delve into Flames of War, and Departed has shown an interest in collecting a small elite British force. Infinity has also been recently invigorated due to Hieronymus getting involved with it so I imagine our forces will see some new additions fairly soon. Departed especially is looking to add to his ALEPH force, and my Tohaa have had a few releases since we last played so I might pick up some Auxiliars.<br />
<br />
On the painting front, I finished a unit of Saurus and got distracted by my Emperor's Children. Managed to finish a few squads of marines and some Obliterators. <br />
<br />
As far as the blog is concerned, on the to-do list is the Dark Elves Tactica similar to the Lizardmen one, as well as one for the new Tyranids. <br />
<h3>
</h3>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-51203300642934100352013-11-17T20:54:00.000+00:002013-11-17T20:55:27.229+00:00Lizardmen Armylists<!--[if gte mso 9]><xml>
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<br />
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<b style="mso-bidi-font-weight: normal;">Here I present two
sample 2500pt Lizardmen lists; one with a Slann and one without a Slann. I
tried to make them both vaguely competitive. Just for fun, I then created a
monster mash list. It’s not as good as the other two in my opinion, but I tried
to make it reasonable. I used 2500pts lists as that is what we use in the group
and it is the popular size for tournaments in our area.</b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-bML2D9Ek66A/UoksY_LgJ9I/AAAAAAAAAGU/0R8cEuZoKJw/s1600/army.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="201" src="http://1.bp.blogspot.com/-bML2D9Ek66A/UoksY_LgJ9I/AAAAAAAAAGU/0R8cEuZoKJw/s400/army.png" width="400" /></a></div>
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<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b style="mso-bidi-font-weight: normal;"></b></div>
<a name='more'></a><br />
<div align="center" class="MsoNormal" style="text-align: center;">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b style="mso-bidi-font-weight: normal;">Slann List</b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b style="mso-bidi-font-weight: normal;"><br /></b></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Lords</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Slann Mage
Priest - High Magic<span style="mso-tab-count: 3;"> </span><span style="mso-tab-count: 4;"> </span>370pts</div>
<div class="MsoNormal">
Focus of Mystery, Cube of Darkness, BSB, Standard of Discipline</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Heroes</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Scar-Veteran<span style="mso-tab-count: 9;"> </span>145pts</div>
<div class="MsoNormal">
Cold One, Great Weapon, Light Armour, Dragon Helm, Dawnstone</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Priest
- Beasts<span style="mso-tab-count: 2;"> </span><span style="mso-tab-count: 7;"> </span><span style="mso-spacerun: yes;"> </span>90pts </div>
<div class="MsoNormal">
Dispel Scroll</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Core</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
24 Saurus
Warriors<span style="mso-tab-count: 9;"> </span>284pts</div>
<div class="MsoNormal">
Musician, Standard Bearer, Spears</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
24 Saurus
Warriors<span style="mso-tab-count: 2;"> </span><span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 6;"> </span>284pts</div>
<div class="MsoNormal">
Musician, Standard Bearer, Spears </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
10 Skink Skirmishers<span style="mso-tab-count: 8;"> </span><span style="mso-spacerun: yes;"> </span>70pts</div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Special</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
26 Temple
Guard<span style="mso-tab-count: 9;"> </span>429pts</div>
<div class="MsoNormal">
Musician, Standard Bearer, Razor Standard</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
8 Chameleon Skinks<span style="mso-tab-count: 9;"> </span>104pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
3 Terradon Riders<span style="mso-tab-count: 9;"> </span>105pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Rare</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Ancient
Stegadon<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 8;"> </span>250pts</div>
<div class="MsoNormal">
Sharpened Horns</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Ancient
Stegadon<span style="mso-tab-count: 9;"> </span>250pts</div>
<div class="MsoNormal">
Sharpened Horns</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Salamander<span style="mso-tab-count: 10;"> </span><span style="mso-spacerun: yes;"> </span>80pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Total:<span style="mso-tab-count: 10;"> </span><span style="mso-spacerun: yes;"> </span>2496pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This army is a good base to work from. It has three decent
combat blocks and two units that are great for dealing with enemy war machines.
The Temple Guard joined by the Slann makes for a good solid centre to your
line. Both the Cube of Darkness and Dispel Scroll are present to provide some
extra magical defence and the Skink Priest is guaranteed Wyssan’s Wildform to
cast on the combat blocks. The Slann is adaptable thanks to Loremaster and the
High Magic attribute.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The army has a few weaknesses however. It has relatively few
units of chaff which can be extremely helpful at holding up or redirecting
units you are not prepared to deal with. It also only has one Scar-Veteran
cowboy and it is usually best to take multiple. As I said though, this makes
for a good base and can easily be altered to suit your playstyle or fit your
meta better.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b style="mso-bidi-font-weight: normal;">Slannless List</b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b style="mso-bidi-font-weight: normal;"><br /></b></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Lords</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Oldblood<span style="mso-tab-count: 2;"> </span><span style="mso-tab-count: 7;"> </span>466pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Sword of
Striking, Shield, Glittering Scales, Talisman of Preservation</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Carnosaur w/
Loping Stride</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Heroes</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Tetto’eko<span style="mso-tab-count: 3;"> </span><span style="mso-tab-count: 7;"> </span>185pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Scar-Veteran<span style="mso-tab-count: 9;"> </span>154pts</div>
<div class="MsoNormal">
Cold One, Great Weapon, Armour of Destiny</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Scar-Veteran<span style="mso-tab-count: 9;"> </span>145pts</div>
<div class="MsoNormal">
Cold One, Great Weapon, Light Armour, Dragon Helm, Dawnstone</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Priest
- Beasts<span style="mso-tab-count: 9;"> </span><span style="mso-spacerun: yes;"> </span>90pts</div>
<div class="MsoNormal">
Dispel Scroll</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Core</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
30 Saurus Warriors<span style="mso-tab-count: 9;"> </span>350pts</div>
<div class="MsoNormal">
Musician, Standard Bearer, Spears</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
30 Saurus
Warriors<span style="mso-tab-count: 9;"> </span>350pts</div>
<div class="MsoNormal">
Musician, Standard Bearer, Spears </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm; tab-stops: 148.5pt;">
10 Skinks<span style="mso-tab-count: 8;"> </span><span style="mso-spacerun: yes;"> </span>60pts</div>
<div class="MsoNormal">
Musician</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Special</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
4 Ripperdactyl Riders<span style="mso-tab-count: 5;"> </span><span style="mso-tab-count: 4;"> </span>160pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
10 Chameleon Skinks<span style="mso-tab-count: 9;"> </span>130pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Rare</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Ancient Stegadon<span style="mso-tab-count: 9;"> </span>250pts</div>
<div class="MsoNormal">
Sharpened Horns</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Salamander<span style="mso-tab-count: 10;"> </span><span style="mso-spacerun: yes;"> </span>80pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Salamander<span style="mso-tab-count: 10;"> </span><span style="mso-spacerun: yes;"> </span>80pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Total:<span style="mso-tab-count: 10;"> </span><span style="mso-spacerun: yes;"> </span>2500pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This army has two solid combat blocks but comes with three
great fighting characters to back the army up. Tetto’ekos D3 vanguard ability
can help the Salamanders and Carnosaur get into good positions early. Like the
last list it also has two units that can deal with war machines and chaff
units. An extra Salamander in this list helps it deal with large units of
hordes much more effectively hopefully ensuring that the monsters and
characters do not get tarpitted.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The list lacks the power of the Slann, but Tetto’eko is
there to help boost the magical prowess of the list through his abilities and
Loremaster Heavens. Another thing it lacks is a BSB so won't get any rerolls. Coldblooded lessens the need for a BSB but it is still useful to have so dropping some Chameleons to give one of the Scar-Veterans a BSB could be a good idea. With only an Ancient Stegadon and the Carnosaur present,
the Carnosaur will be relying on the vanguard move to get into a good position
to avoid cannons. Again, the list has relatively little chaff but can easily be
adapted to your needs.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b style="mso-bidi-font-weight: normal;">Monster Mash List</b></div>
<div align="center" class="MsoNormal" style="text-align: center;">
<b style="mso-bidi-font-weight: normal;"><br /></b></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Lords</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Oldblood<span style="mso-tab-count: 9;"> </span>436pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Great
Weapon, Armour of Destiny, Luckstone</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Carnosaur w/
Loping Stride</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Heroes</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Scar-Veteran<span style="mso-tab-count: 9;"> </span>375pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Sword of
Striking, Shield, Light Armour, Dragonhelm, Dawnstone</div>
<div class="MsoNormal">
Carnosaur w/ Loping Stride</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Priest
- Beasts<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 8;"> </span><span style="mso-spacerun: yes;"> </span>95pts</div>
<div class="MsoNormal">
Cube of Darkness</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Priest
- Beasts<span style="mso-tab-count: 9;"> </span><span style="mso-spacerun: yes;"> </span>90pts</div>
<div class="MsoNormal">
Dispel Scroll</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Core</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
30 Saurus
Warriors<span style="mso-tab-count: 9;"> </span>350pts</div>
<div class="MsoNormal">
Musician, Standard Bearer, Spears</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
10 Skink Skirmishers<span style="mso-tab-count: 8;"> </span>70pts</div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
<br /></div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
10 Skink Skirmishers<span style="mso-tab-count: 8;"> </span><span style="mso-spacerun: yes;"> </span>70pts</div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
<br /></div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
10 Skink Skirmishers<span style="mso-tab-count: 8;"> </span><span style="mso-spacerun: yes;"> </span>70pts</div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
<br /></div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
10 Skink Skirmishers<span style="mso-tab-count: 8;"> </span><span style="mso-spacerun: yes;"> </span>70pts</div>
<div class="MsoNormal" style="tab-stops: 148.5pt;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Special</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Bastiladon<span style="mso-tab-count: 10;"> </span>150pts</div>
<div class="MsoNormal">
Solar Engine</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Stegadon<span style="mso-tab-count: 10;"> </span>215pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Rare</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Ancient
Stegadon<span style="mso-tab-count: 9;"> </span>250pts</div>
<div class="MsoNormal">
Sharpened Horns</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Ancient
Stegadon<span style="mso-tab-count: 9;"> </span>250pts</div>
<div class="MsoNormal">
Sharpened Horns</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Total:<span style="mso-tab-count: 10;"> </span><span style="mso-spacerun: yes;"> </span>2491pts</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This list only has one good combat block but has two
Carnosaurs and three Stegadons to help out. Two Skink Priests and a Bastiladon
ensure that your power dice do not go to waste, and Wyssan’s has many good
targets thanks to the Lore of Beasts attribute. Having six monsters helps deal
with cannons through target saturation. Unlike the other two lists, this list
has a good amount of chaff to redirect and hold up any enemy units you are not
ready for.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
With only two Level 1’s your magic offence and defence will
not be that powerful. Having the Cube of Darkness and a Dispel Scroll adds some
needed defence but might not be enough. Like the Slannless list, this one lacks a BSB.With only one combat block this shouldn't matter too much, but that is another issue with the list. One combat block might not be enough and it is really relying on Wyssans and supporting units.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Overall, I feel that the first list is the best of these
three although I do not feel it is perfect; it definitely needs some
refinement. They each have their strengths and weaknesses. If you have any
constructive criticism feel free to comment.</div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-33184639173303688512013-11-16T22:04:00.000+00:002013-11-16T22:20:40.865+00:00Lizardmen Review: Special Characters Tactica<!--[if gte mso 9]><xml>
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Here I give my thought and opinions on the Lizardmen's Special Characters as part of my Lizardmen Review/Tactica article series.<br />
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<b style="mso-bidi-font-weight: normal;"><u>Special Characters</u></b></div>
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<b style="mso-bidi-font-weight: normal;">Kroq-Gar</b></div>
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The named Oldblood on Carnosaur. He weighs in at only slightly
more than a tooled up Oldblood on Carnosaur which is promising. </div>
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<a href="http://2.bp.blogspot.com/-tNyS7fqtsEo/UofqefF8r4I/AAAAAAAAAFU/pr4JFrD26oQ/s1600/Kroqgar.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-tNyS7fqtsEo/UofqefF8r4I/AAAAAAAAAFU/pr4JFrD26oQ/s320/Kroqgar.png" width="225" /></a></div>
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<a name='more'></a>He himself is pretty typical for an Oldblood. No changes to
the stats, so he’ll need to be judged based on his gear. He only has three
pieces of gear and a 5+ Ward from his Sacred Spawning of Xhotl. The first piece
is Light Armour. Combined with his 4+ Scaly Skin and mount, this gives him a 2+
save. 2+/5++ isn’t terrible, but when a D.I.Y Oldblood can be a 1+/1+/4++ for
cheaper it’s a bit unimpressive. The next piece of gear is his Revered Spear of
Tlanxla. This is a magic spear and each wound caused by it, counts as two for
purposes of combat resolution. This is okay but, again, it is just a bit
unimpressive. The third piece of gear is the Hand of Gods. This is a Power
Level 3 Bound Spell that contains Shem’s Burning Gaze. Essentially its just the
Ruby Ring of Ruin but better against Daemons and Undead. Handy enough to have.
Another source of decent ranged flaming magic missiles is always welcome.<br />
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His Carnosaur, Grymloq, is better than a regular Carnosaur
as it forgoes the Blood-Frenzy special rule in place of having an extra attack
all the time. It also gets a 5+ ward save thanks to Kroq-Gar’s Sacred Spawning
of Xhotl which is actually pretty good; usually mounts do not gain their
rider’s Ward Saves. Grymloq comes with Swiftstride but does not have the Blood
Roar ability.</div>
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Kroq-Gar is a very disappointing character. He is meant to
be our big combat Lord and the fluff portrays him as the most badass Dinosaur
to ever roam Lustria but the rules just do not reflect that at all. In previous
army books he has unlocked a unit of Saurus Cavalry as Core and I could maybe
see him being used if he still had that. But he doesn’t, so I can’t. If you
want an Oldblood on Carnosaur just build your own.</div>
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<b style="mso-bidi-font-weight: normal;">Lord Mazdamundi</b></div>
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The Slann who rides an Ancient Stegadon. Right off the bat
we can see that Lord Mazdamundi is expensive. So expensive that you will rarely
even be able to consider fielding him in games. He does provide your army with
quite a bit however. </div>
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He is a Level 4 Loremaster who can choose his spells from
High Magic or any of the BRB Lores. This is of note as he is the only Slann who
can be a Loremaster of non-High Magic Lores. He also has a Magic Banner and
Weapon. The Banner causes him to always be the armies BSB and he can unleash it
once a game to give enemies shooting at him or a unit within 12” a -1 to hit.
His item gives him Always Strikes First and Poisoned Attacks. It reveals any
magic gear in base to base contact with him, and enemy models hit by him have
their gear broken on a D6 roll of a 6. This is fine, but he only has the one
attack at WS2 and it only destroys gear on a 6 so you really shouldn’t expect
it to do anything.</div>
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He also comes with four Disciplines; the adjust miscast roll
one, the two extra channel dice one, the regenerating wounds one, and the
re-roll the first dispel a turn one. Not a bad selection though I’d rather he
had less and was cheaper.</div>
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As he is riding an Ancient Stegadon a lot of what I wrote
there applies here. However, it doesn’t have the howdah weaponry or any of the
upgrades so bare that in mind. It gives you a bigger range for General/BSB but
also makes makes him a big target for cannons etc. He does have a ward save and
Transcendent Healing to help mitigate this but his Ancient Stegadon has no such
protection.</div>
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Lord Mazdamundi provides a decent amount to a list, but he
is just way too expensive and easily picked off. Almost 800pts on one model is
rarely a good start to a list.</div>
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<b style="mso-bidi-font-weight: normal;">Lord Kroak</b></div>
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The Relic Priest character. Surprisingly, Lord Kroak is
around the same cost a Slann normally would be. He has even worse offensive
stats than a regular Slann, but is tougher. He has an extra Toughness, Wound,
and a one better Ward Save, but does is Flammable. He is a Level 4, but only
knows one spell and can never lose it or go below Level 1. </div>
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The spell he has, The Deliverance of Itza, is a direct
damage spell (so can be cast through Arcane Vassals) that targets all enemy
units within 12”. Each target suffers 2D6 Strength 4 hits, or 3D6 if it is
Undead or Daemonic. It requires a 10+ to cast and it can be pumped up twice,
each increasing the range by 6”, and the casting value to 18, then 24. He can
cast it as many times as he likes a turn, and if he gets Irresistible Force, he
rolls a dice. On a 2+ he doesn’t roll on the Miscast Table but instead takes a
S6 hit and loses D6 Power Dice. Either way, the Arcane Vassal takes a S6 hit.</div>
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He doesn’t come with or have any access to Disciplines but
does come with a Magic Item. It causes all shooting and close combat attacks
against him or his unit to suffer a -1 to hit penalty. If this unit is Temple
Guard he also makes them Unbreakable. This essentially gives his unit of Temple
Guard the Mark of Nurgle which is great.</div>
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Bringing this all together, the way I see him being used is
in a large block of Temple Guard with several Skink Priests to cast his spell
through (maybe even a Troglodon). His special rule, high toughness, wounds, and
good armour save mean that he really doesn’t care too much about miscasting so
feel free to throw six dice at his spell to ensure the opponent can’t stop it.
Also remember that he can cast it multiple times. Three dicing the smallest
version twice will often be better than six dicing the larger versions. A Skink
Priest with the Cloak of Feathers seems particularly useful to get into the
best position for Arcane Vassal.</div>
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I can definitely see him being used often. He isn’t as versatile
or adaptable as a regular Slann, but allows you to build a powerful Temple
Guard block and can throw out a lot of AoE direct damage at a reasonable cost.</div>
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<b style="mso-bidi-font-weight: normal;">Tehenhauin</b></div>
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The Skink Lord. The Prophet of Sotek is a cross between a
Skink Chief and a Skink Priest. He has an improved Skink Chief statline, but is
also a Level 3 Beast Wizard (the only Level 3 we have access to). </div>
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He can purchase an Ancient Stegadon with the Engine of the
Gods or you can take him on foot. On foot he has two extra Special Rules. The
first allows him to join Jungle Swarms, granting him the Unbreakable rule, and
negating the Jungle Swarms Squish! rule. The second gives him an extra D6 I1
WS2 S2 Poisoned attacks.</div>
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He is also Immune to Poison and comes with two Magic Items.
The first is his dagger which gives him +1S on the charge and makes his attacks
Poisoned. The second gives him a 5+ Ward Save.</div>
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The main reason to take him is in a fluffy list making use
of his Prophet of Sotek rule. This allows you to give any Skinks Hatred
(Skaven) for 1 point. Against a Clan Pestilens Skaven army this makes for a
very thematic battle. Can’t see much reason to use him apart from that.</div>
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<b style="mso-bidi-font-weight: normal;">Chakax</b></div>
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The Temple Guard Hero. The Eternity Warden has the statline
of a Scar Veteran and is built around protecting a Slann via challenges.</div>
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When in a unit of Temple Guard with a Slann, he makes the
unit Unbreakable. He must always accept and issue challenges if able, but he
does re-roll failed hits while in a challenge. His Key to the Eternity Chamber
also gives him a 5+ Ward Save in a challenge and his opponent gains Always
Strikes Last. This would be great if he wasn’t also Always Strikes Last himself
thanks to his Magic Weapon. It gives him 2+S and Always Strikes Last. In
addition, Magic Items in base to base must be revealed and any opponent hit
gets a random Magic Item destroyed on a 5+. His Helm gives him an extra point
of armour and prevents Scouts from deploying within 20”. Hidden units that move
within 20” must also be revealed.</div>
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This all sounds good until you realise he is just shy of
300pts. That’s a lot of point to pay for a 2W model with a 3+ save who is built
for challenges. He should be able to handle any mid-low tier characters but
won’t be able to stand up to any that are worth talking about. He’s just too
expensive for what he does so I don’t think he is that great.</div>
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<b style="mso-bidi-font-weight: normal;">Gor-rok</b></div>
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The Saurus Warrior Hero. Unlike the other Saurus Special
Characters, Gor-rok does get a few stat upgrades over his generic counterpart.
He has a Scar-Veteran profile but with one more Toughness and a 4+ Scaly Skin
rather than a 5+.</div>
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He has the Immune to Psychology and Stubborn Special Rules
which makes him great for attaching to a block of Saurus Warriors. He has one
Special Rule of note and two Magic Items. His Resilient rule allows him to only
take one wound from Killing Blow, Heroic Killing Blow, and attacks with the
Multiple Wound special rule on a 2+.</div>
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His Magic Weapon allows him to re-roll all failed to hit
rolls and grants him an extra attack from Predatory Fighter on a 5+. This
effect allows him to reliably hit with his attacks and usually gets him an
extra two or so from Predatory Fighter. His Shield grants two points of armour
rather than one and any models that make a charge and end in base to base with
him take a Dangerous Terrain test on a -1. This is pretty good as it should
inflict at least one more wound on the enemy and gives him a 2+ armour save. He
may only have 2Ws but T6 is respectable. </div>
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At just under 200 points, he is much more reasonably costed
than the other Saurus Special Characters. He really highlights just how
overpriced Chakax is as he is pretty comparable and roughly 100 points cheaper.
With him getting a model at last, I reckon you’ll see a fair amount of him. He
is fairly strong for a cheap price and I’d rate him highly. Slightly better
than Kroak in my opinion.</div>
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<b style="mso-bidi-font-weight: normal;">Tetto’eko</b></div>
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The Slann Skink Hero. He has the statline of a Skink Priest
with one less Strength but rides a Slann’s palanquin. This allows him to join
the second rank of a Skink Cohort unit. At the same price as Gor’rok, he is
also pretty affordable.</div>
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<a href="http://3.bp.blogspot.com/-3DZjMy8yowQ/UofqjQ1a5oI/AAAAAAAAAF8/461305ZPJgo/s1600/tetto.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-3DZjMy8yowQ/UofqjQ1a5oI/AAAAAAAAAF8/461305ZPJgo/s320/tetto.png" width="213" /></a></div>
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He is only a Level 2 Wizard but he has the Loremaster (Heavens)
special rule. This is great. Skink Priests take Lore of Beasts as they are
guaranteed to get Wyssan’s. Loremaster Heavens insures that Tetto’eko gets all
the desired spells in Lore of Heavens. He has two other Special Rules of note
and two Magic Items. The first rule is a 5+ Ward Save and the second requires
the roll of a D6 each of your Magic phases. On a 1, you have to reroll any
Power Dice that get 6’s. On a 2+, you can reroll all Power Dice that get a 1.</div>
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The first of his Magic Items allow you to Vanguard D3 of
your units after deployment. This is great as it allows your monsters and
salamanders to get into good positions early in the game. His other Magic Item
allows him to reroll the dice to see if Comet of Casandora arrives. As Comet of
Casandora is one of my favourite spells, I love this item. </div>
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If you decided to not take a Slann I would definitely
suggest taking Tetto’eko as your main caster. If you are taking a Slann I would
probably skip him. He won’t have enough Power Dice to throw at all his spells
with a Slann present. His ability to give D3 units vanguard is amazing but it
alone isn’t worth his price tag. Definitely a great character. I consider him
the Lizardmen’s best Special Character.</div>
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<b style="mso-bidi-font-weight: normal;">Tiktaq’to</b></div>
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The Terradon Rider Hero. The Master of Skies has an extra
Leadership compared to a Skink Chief but is otherwise identical. He is mounted
on a Terradon.</div>
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<a href="http://3.bp.blogspot.com/-B8rC11RAhh8/UofqkDh9HmI/AAAAAAAAAGE/9tbUfKcDZNY/s1600/xox.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-B8rC11RAhh8/UofqkDh9HmI/AAAAAAAAAGE/9tbUfKcDZNY/s320/xox.png" width="206" /></a></div>
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He can upgrade a unit of Terradon Riders to get the Ambusher
Special Rule for 5 points a model and has two Magic Items. His Magic Weapon
ignores armour saves and gets +1 to hit against Flying models. The bonus to hit
will not come up much but is neat when it does. The ignoring armour saves is
great. Kroq-Gar wishes he had a Magic Weapon that good. His second Magic Item
allows all Terradons in his unit to use his WS4 rather than their own WS3. It
also provides an additional -1 to hit from ranged attacks at his unit. This is
an example of Games Workshops great rules writing. The Item makes reference to
his unit but he is not actually able to join a unit. Assuming they release a
FAQ that says he can, it’s a nice little perk but nothing amazing.</div>
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Tiqtaq’to is nice enough but he is too fragile for his cost.
It would have been nice to see him updated to have a choice of Terradon or
Ripperdactyl and the ability to buff both but hey. As it is, he isn’t great. A
generic Skink Chief on mount will fare better.</div>
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<b style="mso-bidi-font-weight: normal;">Oxyotl</b></div>
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The Chameleon Skink Hero. Oxyotl is the cheapest Special
Character in the book. He has a Skink Chiefs profile but with an extra point of
BS. He has the Chameleon and Scout rules like Chameleon Skinks.</div>
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He also has the Sniper special rule. This is good as it
allows him to split fire and pick out enemy characters. If he stands still his
Poison works on a 5+ rather than a 6+. His Magic Weapon is a Blowpipe with an
extra shot. He won’t often get to use his 5+ Poison as he will generally be
moving around a lot. </div>
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For his cost I don’t think he is too bad. He is very fragile
and can be killed very easily but he has the potential to more than make up for
his points against the right opponents; Death Hags and Mages being the two that
spring to mind. </div>
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<b style="mso-bidi-font-weight: normal;">Summary</b></div>
<br />
<ul>
<li>Tetto’eko, Gor-rok, and Lord Kroak are all great characters
in my opinion and definitely worth using.</li>
</ul>
<ul>
<li>Oxyotl can work but he is very fragile and hard to use
effectively.</li>
</ul>
<ul>
<li>Don’t bother with the rest. They’re just too expensive to be
worth it and you can often make a similar but better character for less.</li>
</ul>
<br />
<br />
That's it for Special characters. I'll give a final overview of the book and create a few sample lists that I think will work well tomorrow or Monday. Thanks for reading. I hope it was helpful in some way.<br />
<br />
<br />Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com2tag:blogger.com,1999:blog-3363484320076199142.post-79963441455549173292013-11-16T02:23:00.002+00:002013-11-16T22:20:29.053+00:00Lizardmen Review: Rare Tactica<!--[if gte mso 9]><xml>
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<b style="mso-bidi-font-weight: normal;"><u>Rare</u></b></div>
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<b style="mso-bidi-font-weight: normal;">Ancient Stegadon</b>
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The better of the two Stegadons we can get, the Ancient
Stegadon exchanges an Initiative, an Attack, the Giant Bow, and its 4+ Scaly
Skin for an extra Strength, Giant Blowpipes, and a 3+ Scaly Skin. It has the
same two upgrades that the regular Stegadon had and can also upgrade its Giant
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The loss of an Initiative doesn’t make too much difference as
it wasn’t great to begin with. The loss of an Attack is slightly more impactful
but a Stegadon does most of its damage through Thunderstomps and Impact Hits.
On that subject the extra point of Strength the Ancient has over the regular
Stegadon improves makes these Strength 6. Strength 6 Thunderstomps and D6+1
Impact Hits combined with an above average resilience allows the Ancient
Stegadon to go toe to toe with most infantry. The only other monster we have
that I would not be afraid of sending into combat alone is the Carnosaur.</div>
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I’d still suggest giving Unstoppable Stampede a miss, but I
would always take the Sharpened Horns upgrade unless you knew for a fact you
wouldn’t be facing any multi-wound models. With that in mind always try to get
the charge with this. Without the charge you are missing out on a lot of this
monsters potential. If you are taking a Slann with High Magic, an Ancient
Stegadon is one of the best targets for Walk Between Worlds. This can really
help get it up there early and threatening the flanks or rears of units.</div>
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For the howdah weaponry, the five Skinks have access to two
Giant Blowpipes. These get 2D6 poisoned S3 shots each at a range of 18”.
Unfortunately the Skinks BS3 limits the amount of damage these can do. If you
want to benefit from poison you will need to either not move and fire at the
full range, or move into half range. A lot of the time when you are moving to
within half range you would have been better attempting a charge, but there are
times when the charge would have been disadvantageous or perhaps the enemy is
lightly armoured so the 4D6 (8D6 if you take into account any Stand and Shoot)
poisoned attacks has the potential to be more effective against them.
Statistically, each time you fire a Giant Blowpipe you will manage slightly
more than two wounds so they are not to be relied on.</div>
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Upgrading the Giant Blowpipes to an Engine of the Gods is
relatively expensive but it does provide three handy abilities. The first
ability reduces the casting values of a BRB Lores spells by 1 until the start
of your next magic phase. The obvious use for this is to help Skink Priests
cast Wyssan’s Wildform more reliably. The Ancient Stegadon itself is a good
target for Wyssan’s as Strength and Toughness 7 help it deal and take more
damage. This ability can help the opponents wizards too so bare that in mind
when choosing which Lore to make easier to cast. Lore of Beasts is relatively
unpopular so that is handy though your mileage may vary there.</div>
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The second ability it grants is a Power Level 3 Bound Spell.
It is a direct damage spell that targets every enemy unit within 4D6” and deals
D6 S4 Flaming hits. An FAQ is needed to determine if it can hit enemy units in
close combat. I’m assuming not due to the fact it’s a direct damage spell and
the use of the word target. If you can move into a good position the effect has
the potential to be a lot better than the Beam of Chotec. The Beam of Chotec is
much better against a single target while this is better if you can hit
multiple.</div>
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The final ability gives a 6+ Ward Save to the Ancient
Stegadon and all friendly units within 6”. The effect isn’t strong enough to be
relied upon but can’t complain too much about it. It provides the Ancient with
a little extra protection from cannons, and makes the choice between Spear and
Hand Weapon Saurus much easier as long as they are kept near the Engine.</div>
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Overall, the Ancient Stegadon is great. I would consider it
the strongest monster Lizardmen have access to and you can’t go wrong adding
one, or better yet two, to a list. Unlike the regular Stegadon which is all
about the howdah weaponry, the Ancient is all about the Impact Hits and
Thunderstomp. The extra Strength really helps. I’d suggest taking Sharpened
Horns every time. The Engine of the Gods has gotten a lot of flak but that is
just a knee jerk reaction to the nerf it got in my opinion. I don’t think
taking one in a list would be a bad call but it isn’t an auto include like it
used to be.</div>
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<b style="mso-bidi-font-weight: normal;">Salamander Hunting
Pack</b></div>
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A fire thrower on legs, Salamanders are great and are own of
our best counters to hordes. They are fairly good in close combat but you
shouldn’t be taking enough of these in a unit to take advantage of this. They
can handle a unit of chaff reasonably well but don’t intentionally get into
combat with much else.</div>
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The reason you take Salamanders is their Spout Flames rule.
This shoots as a fire thrower at S4 and is Flaming and Slow to Fire. It can be
fired on the move but not if it marches despite being a Skirmisher. Like the
Ancient Stegadon, Salamanders are a great target for Walk Between Worlds. This
helps line up better shots and makes torching a unit down its width easier. </div>
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The Strength 4 breath template will work wonders against any
T3 infantry, especially if they are on 20mm bases. They really help thin out
units like elves or skaven. Spout Flames is much less effective against 25mm
and up, especially as these tend to be more heavily armoured or have multiple
wounds. It can still be used to cause Panic Tests on these units as only one
casualty is needed for this.</div>
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I would suggest taking a unit or two of 1-2 of these
guys in most lists. They are one of the Lizardmen’s best anti-horde units and the only unit that
can handle them at range. </div>
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<b style="mso-bidi-font-weight: normal;">Razordon Hunting Pack</b></div>
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Identical to the Salamanders, but 15pts cheaper with an
additional rule and it is a walking grapeshot generator rather than a walking
fire thrower. </div>
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Their shooting attack is fired like grapeshot but at S4, a
range of 18” and it is Quick to Fire. This can be used if they move, but not if
they march. The additional rule they have means that Razordons must Stand and
Shoot if charged, but they can reroll the artillery dice to see how many shots
are fired. This means that whereas Salamanders could not Stand and Shoot,
Razordons always can, and even improve when they do. This is useful as their
ranged attack has a short range meaning that getting charged will be a very
real possibility. </div>
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One issue with Razordons is that they are probably going to
only be hitting on 6’s due to long range and moving, or long range and being
charged. Razordons are therefore one of the few units in the book that are a
good target for a BS boosting Hand of Glory. To take full advantage of this,
bigger squads will be better. Bigger squads will also have the advantage of
making them better in close combat, but I’d still recommend not charging them
into combat. If there are no other targets in range and the enemy unit is
already engaged then it’s fine to let the Razordons lend their weight to the fight.</div>
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Razordons are not a bad choice but I wouldn’t rate them as
highly as Salamanders. Against armies such as Ogres the Razordons can do more
damage than Salamanders but overall the Salamanders are just more useful. If
you do decide to take Razordons, I’d suggest a unit of 4-5 of them. This
ensures that they get enough shots to be significant, and makes Hand of Glory
and their combat ability more effective.</div>
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<b style="mso-bidi-font-weight: normal;">Troglodon </b></div>
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The last unit in the book and the third new unit, the
Troglodon is pretty mediocre which is a shame as I like the model. It has
average to below average stats for a monster. It’s one option is fairly cheap
and allows it to channel power and dispel dice. It has four abilities of note.</div>
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The first is Arcane Vassal. Combined with the Troglodon’s high
Movement 7, this gives you access to a fast moving conduit to cast a Slann’s spells
through. However, the Troglodon isn’t really able to roam up field by himself;
he just isn’t that survivable. Like the Bastiladon, the Troglodon should really
be staying back with the Saurus and Temple Guard. </div>
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The second is Terror. Fairly straightforward. This can cause
enemy units to flee when charged and can cause them to take a Fear test in close
combat. Good ability to have and can help make up for its mediocre WS.</div>
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The third is Primeval Roar. This is one of the reasons why
it should hang back with the Saurus and Temple Guard. Once per battle, the
Troglodon can roar causing itself and friendly units within 12” to gain an
extra attack on a 5+ rather than on a 6 from Predatory Fighter for a combat
phase. This has potential but you will need to use it when it affects multiple units
to have it achieve much as it will usually only gain you an extra wound or two
per unit. </div>
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The fourth ability is Spit Venom. This is a 18” range S5 poisoned
shooting attack with the Quick to Fire and Multiple Wounds (D3) special rules. It’s
better than nothing but it isn’t anything special. You’ll generally only be
hitting on 5’s so don’t expect too much from this.</div>
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The Troglodon also has the Poisoned Attacks and Predatory
Fighter special rules, but with only three Attacks they won’t achieve much.</div>
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The Troglodon tries to do a bit of everything in every phase
and just ends up being mediocre in them all. If it was 30-40pts cheaper then I
think it would be a viable choice but it is just too expensive at its current
price in my opinion. If I were to take one I would march it up a flank on turn
one to get in a good position for Arcane Vassal. Turn two/three I would use it
to clear chaff through Terror and combat/spit venom at monsters/support
Chameleon Skinks/try not to get bogged down or die. Once the Saurus catch up
and start engaging the opponents units the Troglodon can come in from the flank,
lending its Thunderstomps and Roar to the combat. It’s not a great plan but it’s
about as useful as I think it could be. I could just be missing something with
these. If I am, do feel free to leave a post in the comments. I’d love to know
how to use them</div>
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<b style="mso-bidi-font-weight: normal;">Summary </b></div>
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<ul>
<li>Ancient Stegadons are great and you should always take the
Sharpened Horns upgrade. Engine of the Gods isn’t an auto-include but one can
be useful in a list.</li>
</ul>
<ul>
<li>Salamanders are great. I’d suggest taking one or two units
with one or two models in each.</li>
</ul>
<ul>
<li>Razordons are good too. Not as great as Salamanders but they
aren’t bad. A unit of 4-5 would work best in my opinion.</li>
</ul>
<ul>
<li>Troglodon is disappointing. It tries to do a bit of
everything and ends up being mediocre at everything. It’s generally better to
just spend the points on another Ancient Stegadon or anything really.</li>
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And that’s the Rare section finished. Next up is the Special Characters, then I’ll have one final
article giving my overall impressions of the book and compiling it all together
into an army list or two over the weekend. If you managed to stick through my
rambling till the end, I hope it was in some way helpful. Leave any feedback
you want and let me know if I have gotten anything wrong or missed something somewhere.</div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-41585265763054285602013-11-15T01:02:00.000+00:002013-11-16T22:20:19.920+00:00Lizardmen Review: Special Tactica<!--[if gte mso 9]><xml>
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<span style="mso-bidi-font-weight: normal;">Below is the fourth part of my Lizardmen Review/tactica articles series. Took a bit longer to get it typed up due to the amount of Specials we have. </span></div>
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<b style="mso-bidi-font-weight: normal;"><u>Special</u></b></div>
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<b style="mso-bidi-font-weight: normal;">Temple Guard</b></div>
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The elite Saurus unit, for just 3pts more than a Saurus
Warrior they gain a WS, an I, light armour, halberds, and gain Stubborn and
Immune to Psychology when joined by a Slann. In return, the Slann gains
protection through the ability to join a Temple Guard unit’s second rank. As a
result you will want to attach your Slann to this unit if you are running one.</div>
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<a name='more'></a>For options they can purchase Full Command and (uniquely
among the Lizardmen) their Standard Bearer and Champion has access to Magic
Items. While the Magic Weapon can be skipped most of the time, it is often a
good idea to take a Magic Banner. At S5 base, the addition of a Razor Standard
allows Temple Guard to deal with heavily armoured troops. Combined with any Augments
or BSB effects from an attached Slann, Temple Guard can make a great anvil that
only the most elite of units stand a chance of defeating. The augments in
Light, Life, and High Magic are all great when placed on Temple Guard. With a
higher base Initiative than Saurus, High Magic’s Hand of Glory is especially
useful on them as they can potentially rival Elf and WoC Initiative. When near
a Bastiladon with a Solar Engine they can even reach I6! On that note, units
such as White Lions, Executioners, and Warriors of Chaos with halberds can
absolutely slaughter your Temple Guard. Against these opponents you will be
relying on your Slann’s magic capabilities in order to survive.</div>
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If you are running a Slann, I highly recommend taking a unit
of Temple Guard and you will want to have a reasonably large block of these.
The absolute bare minimum I would suggest is 20. With a Slann in the second
rank this will allow you to deploy in a 6 x 4 formation. Without a Slann it is
a bit murkier. On one hand Temple Guard are very reasonably costed compared to
Saurus and are a great unit. On the other hand (like so many of the Specials)
you won’t be taking advantage of all of their rules, they do much the same job
as Saurus, and die just as easy in combat. If they were in the same slot as Saurus
it would be a no-brainer but as you’ll probably be having a block or two of
Saurus as part of your Core requirement you need to ask yourself if you need
another block. I reckon that with the Razor Standard they become a viable use
of points without a Slann as this slightly alters their role to include anti-armour
duty.</div>
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<b style="mso-bidi-font-weight: normal;">Jungle Swarms</b></div>
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With a high cost and terrible stats these guys have one
thing going for them and that is They’re Everywhere! This gives any of your
units in combat with an enemy unit in combat with Jungle Swarms the Poison
special rule. Every 6 you roll will be something special, causing an autowound
from Poison and granting an extra attack from Predatory Fighter. This is cute
but honestly it isn’t enough to make them viable. Being a T2 swarm with no save
will likely result in them giving away more combat resolution than they provide
through their rule. Most enemies will be going before you so you’ll need to
take a fairly large unit to ensure you can make use of They’re Everywhere! Lore
of Light may help in this regard, but I’d just suggest leaving these on the
shelf. They aren’t great. </div>
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<b style="mso-bidi-font-weight: normal;">Chameleon Skinks</b></div>
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At almost twice the price of Skink Skirmishers you might
wonder why you would want to take these. The answer to that is threefold; BS4,
Scout, and Chameleon. BS4 allows Chameleon Skinks to do what Skink Skirmishers
could not; take full advantage of poisoned blowpipes. Even with modifiers for
moving, firing at maximum range, and multi shotting Chameleon Skinks are still
hitting on 6’s against most targets. Chameleon gives enemy units targeting them
a further -1 to hit penalty on top of the one provided by Skirmisher which
provides great protection from most non-magic ranged attacks. Scout allows them
to deploy forward and get into good positions to threaten lone characters,
chaff, or war machines. </div>
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Like Skink Skirmishers, Chameleon Skinks fold quickly in
close combat so try to use your Scout deployment and skirmisher manoeuvrability
to avoid that. If you have gone overboard on Special choices and need to drop
some for Core or something, Chameleon Skinks are a good choice to drop.
Chameleon Skinks are great and well worth, but at the end of the day they just
do what Skink Skirmishers do. They might do it better, but they also do it more
expensively.</div>
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Running units of about 8-10 is a good number as this
averages ~3 wounds which should be enough for most war machines. </div>
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<b style="mso-bidi-font-weight: normal;">Cold One Riders</b></div>
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With the wargear of a Saurus Warrior, the stat line of a
Temple Guard, and mounted on one of the best non-monstrous mounts this heavy
cavalry unit has lots of potential. They can buy full command and spears,
although the spears are actually pretty expensive.</div>
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<a href="http://3.bp.blogspot.com/-IlhRan-vtH8/UoVvz4rmTrI/AAAAAAAAAEM/1BnW1zRPpe8/s1600/CoR.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="286" src="http://3.bp.blogspot.com/-IlhRan-vtH8/UoVvz4rmTrI/AAAAAAAAAEM/1BnW1zRPpe8/s400/CoR.png" width="400" /></a></div>
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At 4 S4 attacks per model (2 S4, 2 S5 if you charge with
spears) and a 2+ save Cold One Riders are incredibly grindy. They aren’t as
impressive as most other heavy cavalry on the charge but are much better on
rounds were they don’t. This is a similar issue to the Chameleons though. They
don’t really add much that Saurus don’t already do. They do it better, but they
also do it more expensively and we’ll be taking Saurus anyway. </div>
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Something to be careful of is Stupidity and Predatory
Fighter. As anyone who uses units with Stupidity can attest to you will never
fail a Stupidity test until the turn that it matters. Then you’ll derp about
guaranteed. Predatory Fighter is an issue as, unless you’re using the Cold One
Riders as a hammer unit, you will probably be too far away from a Skink
character to allow them to restrain pursuit which can cause issues.</div>
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Not a terrible choice, but not one I’d rate highly either. A
small unit of 6-8 can work well as a bodyguard to an Oldblood/Scar-Veteran or a
flanking unit (although they will not prevent steadfast).</div>
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<b style="mso-bidi-font-weight: normal;">Kroxigor</b></div>
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Striking at S7 thanks to Great Weapons, Kroxigors are the
Lizardmens answer to heavily armoured troops. However, they are “only” T4 with
a 4+ save. A high cost per model, mediocre WS, and Always Strikes Last
accentuate this relatively poor resilience. The only option this unit has is a
champion upgrade.</div>
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The main decision when considering Kroxigor is if you are
going to take them in Core or in Special. I feel the answer to this decision
should be based on your personal preference. Core Kroxigor have the benefits
the Skinks provide (protection from ranged abilities and static combat resolution/steadfast) and allow you to spend some of your Core requirement on hard
hitting models. However, the Skinks come with several negatives as well (Kroxigor do not get to Stomp, the unit can be Stomped themselves, and the Skinks are only T2 so they give away a lot of combat resolution as they die in droves).
Special Kroxigor allow you to forgo the Skinks, meaning you can make use of
their Monstrous Infantry status.</div>
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Overall, a decent unit. Against most units the same amount
of points spent on Saurus will be more beneficial due to the extra attacks they
provide, but against heavily armoured targets the Kroxigor will be unmatched as
long as they can survive long enough to swing. They have some issues but
provide Lizardmen with a response to something they otherwise struggle against.
A unit of three or six will work well as a flanking unit in most lists.</div>
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<b style="mso-bidi-font-weight: normal;">Terradon Riders</b></div>
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Terradon Riders are a staple Lizardmen unit. They are not a
terribly resilient unit, but they are Flying Cavalry which are incredibly
useful. They come equipped with javelins and they can swap these for Fireleech
Bolas. They can also buy a Champion upgrade.</div>
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<a href="http://2.bp.blogspot.com/-SO87TcGqYrU/UoVwWUWduSI/AAAAAAAAAEc/mbx2AQHWuxk/s1600/terrra.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://2.bp.blogspot.com/-SO87TcGqYrU/UoVwWUWduSI/AAAAAAAAAEc/mbx2AQHWuxk/s320/terrra.png" width="227" /></a></div>
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The Fireleech Bolas upgrade is incredibly cheap but might
not actually be much of an upgrade. You trade 6” range and poisoned for an
extra Strength and Flaming Attacks. This can be useful as it allows you to
knock Regeneration off of an enemy unit but you’ll need a fair amount to
reliably cause a wound and our shooting isn’t that great for the most part so
we can’t take advantage of it too much. I’d stick with the Javelins. </div>
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The Drop Rocks ability is great and it causes Terradons to
be a great chaff remover. Drop Rocks enables you to, once per game, inflict D3
S4 hits per Terradon on an enemy unit the Terradons flew over that movement
phase. This can remove most of a chaff unit and put the hurt on a lone
character model.</div>
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As Terradons spend a lot of time outside the General’s range
their low Leadership 5 can be an issue, especially considering how fragile they
are. There is not much that can be done to avoid this so be careful.</div>
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A unit of 3-6 is a good choice for dealing with chaff,
warmachines, and generally harassing the enemy. They fulfil the same role as
Chameleon Skinks. Chameleons benefit from being cheaper and putting out more
shots, but Terradons have the benefit of Flying and Drop Rocks.</div>
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<b style="mso-bidi-font-weight: normal;">Stegadon</b></div>
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The smaller of the two Stegadon variants we have, this one
comes equipped with the Giant Bow. The Giant Bow is slightly weaker than a bolt
thrower, but can be fired on the move and is Poisoned. It has two upgrade
options; Unstoppable Stampede and Sharpened Horns. Unstoppable Stampede gives
the Stegadon Devastating Charge and Sharpened Horns gives its Impact Hits the
Multiple Wounds D3 rule. Unstoppable Stampede is not worth taking at all but
Sharpened Horns is worth considering.</div>
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Like most of our monsters, the Stegadon works best
supporting a block of Saurus. It is fast enough to keep pace with them as they
march across the board, while firing its Giant Bow. Once combat is reached, it
can charge in with its D6+1 Impact Hits and then contribute more though its S5
Thunderstomps.</div>
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The main reason to take the Stegadon is the Giant Bow. It is
one of the few good long ranged options we have access to. Its combat abilities
and Impact Hits are nice, but are overshadowed by its bigger relative. In a
Monster Mash list you could also take a Stegadon or two, but even then you can
spend 75% of your list on Ancient Stegadons and Carnosaurs, with the rest going
to Core. It is not a bad substitute if you cannot fit another of the other two
in due to points though. </div>
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<b style="mso-bidi-font-weight: normal;">Bastiladon</b></div>
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The Bastiladon is the better of the two new monsters added
in the new book. It has very mediocre stats for a monster but does come with a
2+ save. For combat resolution Bastiladons do not count as having flanks or
rear. In addition, one of their attacks is dealt at S10 and this attack gets +1
to hit against models attacking it in the rear. As there is no negative to
being attacked in the rear for Bastiladons, by all means combat reform once in
combat in order to gain the benefit of that +1 to hit bonus. Its other 2
attacks will only be striking at S4 so even with Thunderstomp the Bastiladon
will not be dealing much damage. Bastiladons have two loadouts available to
them; an Ark of Sotek which comes with 4 Skink Crew and a Solar Engine which
comes with 3 Skink Crew.</div>
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<a href="http://4.bp.blogspot.com/-LFmuSclI3x8/UoVv8034Q_I/AAAAAAAAAEU/Zy9ykbgV_Jc/s1600/Bastil.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="223" src="http://4.bp.blogspot.com/-LFmuSclI3x8/UoVv8034Q_I/AAAAAAAAAEU/Zy9ykbgV_Jc/s400/Bastil.png" width="400" /></a></div>
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The better of the two loadouts is the Solar Engine. This
increases the Initiative of Cold-blooded models nearby by 1. Combined with Hand
of Glory this upgrade can be significant, allowing Temple Guard to reach
Initiative 6. The power within the Solar Engine can also be unleashed through
the Beam of Chotec. This is a power level 3 bound spell magic missile with a 24”
range. The amount of damage it can cause depends on an additional D6 result but
half the time the results are great, dealing 2D6 hits at a decent Strength. </div>
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The other option is the Ark of Sotek. You can add a Jungle
Swarm base to a Jungle Swarm unit nearby on a 4+ and it can be used as a D6”
range, Strength 2 shooting attack. This attack causes 2D6 hits against all
enemy units in range and can be used in combat, but honestly the range is so
small it may as well only affect units that it is in combat with. Even then it
is only Strength 2 so it is not going to be achieving much. </div>
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The Solar Engine is the way to go here. A Bastiladon
equipped with one of these will provide great support to Saurus and Temple
Guard blocks if it marches up alongside them, especially if it can manage to
join the combats they get involved in. With a Slann, taking a Bastiladon and
keeping it next to your Temple Guard bunker will allow you to make better use
of Hand of Glory etc. while allowing you to throw the odd Power Dice at the Beam
of Chotec. Without a Slann, running two can be worthwhile as you will have a
lot more spare Power Dice to throw at Beam of Chotec.</div>
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<b style="mso-bidi-font-weight: normal;">Ripperdactyl Riders</b></div>
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The second new unit we come to, this was probably the most disappointing
unit for me. When I heard we were getting a new Monstrous Cavalry unit I
immediately thought of a unit of Saurus riding Theropods similar to the old
Carnosaur model. Instead we got Skinks on close combat Terradons. They are one
of the weaker Monstrous Cavalry in the game. Having said that, they are also
one of the cheapest Monstrous Cavalry in the game, if not the cheapest. The
only option they have is a Champion and they come equipped with a Shield and a
Spear. Their stats are not too impressive (only ranging from 2-4) but the
Special Rules and relatively low cost make up for it. </div>
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The Ripperdactyls themselves have the Armour Piercing,
Frenzy, and Killing Blow Special Rules. The models also have the Toad Rage Special
Rule. This allows you to deploy a Blot Toad in an enemy unit for each Ripperdactyl
Riders unit you take. When fighting against a unit with a Blot Toad attached
the Ripperdactyl gets D3+1 Attacks from Frenzy and can re-roll their rolls to hit.
This can be useful both in terms of increasing the hitting power of the unit
and can be used psychologically as well. You can trick your opponent into
thinking your Ripperdactyls will be looking to attack one unit when you don’t
intend to etc. </div>
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Frenzy can be an issue as well as they only have a Leadership
of 5 (on the flip-side, it does grant you Immune to Psychology). Cold-blooded
helps a bit with this but also remember that as they are Flying Cavalry you can
reform them to just face away from any units you do not want to attack. With
only 2 Wounds, Toughness 3, and a 4+ save there are a fair number of units you
do NOT want to be attacking with these guys. War machines are the number one
target for these guys, although they can do reasonably well against most chaff
units as well.</div>
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A minimum unit of three can make for a decent warmachine
hunter. A Skink Chief could be a better option for this role, but Hero
allowance is often tightly contested due to Scar-Veterans and Skink Priests
being so useful. In Special, Ripperdactyl Riders compete with Chameleon Skinks
and Terradons for the same sort of role. I’ll admit that I do not have as much
experience with Ripperdactyl Riders as I do the other two, but I feel that the
Terradons and Chameleons have the edge over the Rippers here.</div>
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<b style="mso-bidi-font-weight: normal;">Summary</b></div>
<br />
<ul>
<li><span style="mso-bidi-font-weight: normal;">The closest thing to
an auto include unit we have in Special are the Temple Guard. You will usually
want to take a decent sized unit of these with a Banner such as the Razor
Standard to use as a bunker for your Slann.</span> </li>
</ul>
<ul>
<li><span style="mso-bidi-font-weight: normal;">Chameleon Skinks,
Terradon Riders, and Ripperdactyl Riders all fill much the same role. This is
not to say that you cannot include a unit or two of each of them, but know what
their Strengths are (Chameleons put out more firepower/Terradons can Drop Rocks and Fly/Ripperdactyls can Fly and are better in combat). You will usually want to take at least one or two units to
deal with chaff/warmachines.</span></li>
</ul>
<ul>
<li><span style="mso-bidi-font-weight: normal;">Cold One Riders and
Kroxigor both make great flanking units due to their speed, but they deal with
different threats. Kroxigor deal with heavily armoured troops, while Cold One
Riders get an extra attack and have more staying power. </span></li>
</ul>
<ul>
<li><span style="mso-bidi-font-weight: normal;">Stegadons and Bastiladons
are both great at supporting Saurus blocks. Bastiladons should basically always
take the Solar Engine. An Ancient Stegadon will usually be a better buy than a
regular Stegadon.</span> </li>
</ul>
<ul>
<li><span style="mso-bidi-font-weight: normal;">Jungle Swarms aren’t
great. Their ability is cute but won’t amount to much.</span></li>
</ul>
<br />
<br />
<br />
<span style="mso-bidi-font-weight: normal;">That's it for Special. They took a while. I have no doubt missed many things and might have got some things wrong. Apologies for that and let me know if you spot anything or want anything added.</span><br />
<br />
<span style="mso-bidi-font-weight: normal;">Next up is Rares and then Special Characters after that. </span>Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-91631158410499386012013-11-14T18:22:00.000+00:002013-11-14T21:03:45.268+00:00Hobby Update: November<br />
I've decided to do a monthly article to give an overview of whats happening on the wargaming front in the Derpzilla playgroug and me in particular.<br />
<br />
After a few weeks of waiting, the Dark Elves that I ordered from the second wave have finally arrived. Two boxes each of Warlocks/Dark Riders and Executioners/Black Guard allow me to actually finish the list I've written with the new army book, which I will likely put up here at the weekend. I should hopefully get to test it out next weekend and I'll see if it needs any reviewing.<br />
<br />
The kits seem to be pretty good. Only complaints are with the Executioner/Black Guard kit. There is a definite lack of possible poses and the bodies are attached to the sprue by the shoulders which resulted in some minor damage to one of them. I'll hopefully get them all assembled and finish the Special section of my Lizardmen review tonight.<br />
<br />
On the painting front, I have only just started to tackle my Fantasy collection. In the last few weeks I've managed to get Hellebron, an Assassin, a Sorceress, two Scar Vets, Kroq-gar, and 17 Saurus Warriors completed. Got a long way to go to even get a completed army finished so I've decided to focus on the Lizardmen first. I've built a 1,500pt list that should give me a manageable goal to work towards.<br />
<br />
As far as the rest of Derpzilla are concerned only Hieronymus and CA55EN have been doing anything of note. They've recently picked up Flames of War and play Russians and Germans respectively. CA55EN seems to be going for a mixed forces kind of list while Hieronymus seems to just be going 100% tanks. I don't play myself so I can't give too much information on the subject regrettably.<br />
<br />
Anyways, keeping it short this month as its the first one.Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-13668086809704678062013-11-12T20:22:00.000+00:002013-11-16T22:20:11.222+00:00Lizardmen Review: Core TacticaThe third installment of my Lizardmen Review/tactica series.<br />
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<br />
<div class="MsoNormal" style="text-align: justify;">
<b style="mso-bidi-font-weight: normal;"><u>Core</u></b></div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
<b style="mso-bidi-font-weight: normal;">Saurus Warriors</b></div>
<div class="MsoNormal">
Saurus are a good solid unit with a great stat line. An average
Weapon Skill and abysmal Initiative are their only major faults in terms of
stats. In general you want at least one block of Saurus in your army. They are
regarded by many as one the best core infantry in the game. They may not be as
hard or dangerous as Chaos Warriors but they are much more reasonably costed. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-utK3ISpO80o/UoNi0ZtW7bI/AAAAAAAAADA/NDmuVTIQTok/s1600/Untitled.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="http://3.bp.blogspot.com/-utK3ISpO80o/UoNi0ZtW7bI/AAAAAAAAADA/NDmuVTIQTok/s320/Untitled.png" width="218" /></a></div>
<br />
<a name='more'></a>In terms of wargear they come equipped with a hand weapon, shield,
and the equivalent of heavy armour through their 5+ Scaly Skin. For options
they can take spears for free and full command. Considering the magic support
that they have access to and taking Predatory Fighter into account, I favour
the spears over the “sword and board” load out for these guys. The extra rank
of attacks you get can be pretty substantial.</div>
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<br /></div>
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Speaking of their access to magic support, three of the four
Lores you are likely to take synergise exceptionally well with Saurus Warriors (and
the fourth is not exactly bad either). High Magic, Light, and Beasts all work
really well with Saurus blocks. Skink Priests with Wyssan’s Wildform pumps your
Saurus up to Strength and Toughness 5 and you are guaranteed to have it as it
is the Signature Spell. That allows them to put the hurt on all but the hardest
units while also increasing their survivability. Lore of Light and High Magic
both have access to spells that address the Saurus’ relatively low WS and I.
Light in particular is great at this as the effect is more powerful, bumping
them to 10 rather than just increasing them by D3. Lore of Life does not
synergise as well with the Saurus but can still work. Flesh to Stone can make
your Saurus Toughness 6 which really ups their resilience to harm.</div>
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<br /></div>
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This leads onto some of the weaknesses of the Saurus. While Predatory
Fighter can gain you a handful of extra attacks, it also means you have to pursue
unless there is a Skink character nearby. That makes the Wyssan Skink Priests
even more important to allow you to hold your line. Another weakness is in
their wargear and match up options. With a 5+ Scaly Skin and a low Initiative,
the ability to take armour or great weapons would really help the Saurus, who
otherwise tend to not have the staying power or strength to harm other elite
units. Units such as Chaos Warriors with halberds or Elves with great weapons
will decimate your Saurus without a care in the world. Saurus are also
relatively expensive compared to many rank and file units so they will likely
be outnumbered. Due to the low Initiative of Saurus units beware Purple Sun. If
that hits on of your Saurus blocks you can kiss most of the unit goodbye.</div>
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<br /></div>
<div class="MsoNormal">
For unit formations in Fantasy there tends to be two
approaches. The first is to “win” by static combat resolution and these units
tend to be 5 models wide and relatively deep. It doesn’t usually matter if they
win or lose the combat, as long as they are steadfast they can hold up a dangerous
enemy unit for several turns or until another unit can flank them. Units that
like this tend to be cheap. The second is to “win” combat through the number of
casualties inflicted. These tend to be either slightly wider than other combat
blocks in your area or deployed in horde mode. For example if your opponent is
running his blocks 5 wide, running yours 7 wide will allow you to maximise the
number of attacks that you can add to combat efficiently. This assumes a few
things; </div>
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<br /></div>
<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span>Firstly, that you are using the same base sizes
(easy enough to work out how wide you should be running instead) </li>
</ul>
<ul>
<li>Secondly, that your opponent is too lazy to reform
during the game (in my experience they do tend to be as a result of movement
tray sizes) </li>
</ul>
<ul>
<li>Thirdly, that you yourself are not too lazy to
reform during the game </li>
</ul>
<ul>
<li>And fourthly, that you run your units big enough
to actually have a few options for your formation.</li>
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<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
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For handiness, many just go 10 wide although I have read of
some running their units 12 wide to counter this. Units that prefer this method
often pack a punch through number of attacks or a good strength, although other
units often go horde mode for the extra attacks (particularly spearmen as it
allows them to attack in four ranks). As Saurus have 2 Attacks on their profile
and can get more through Predatory Fighter (potentially only in the first rank)
you will generally want to maximise your frontage while not having any files
going to waste. Don’t be afraid to make use of combat reforms where applicable
to achieve this.<br />
<br />
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<div class="MsoNormal">
The smallest unit I’d suggest would 24 with spears in a 6 x
4 formation. This maximises the unit frontage when facing 20mm bases while allowing for
some casualties (which you will take due to Initiative 1) before you lose
combat effectiveness. 48 in a 12 x 4 formation is the absolute maximum in my
opinion but that is pushing it. 40 in a 10 x 4 formation would be more
reasonable as a large block if that is what you want.</div>
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Skink Cohort</b></div>
<div class="MsoNormal">
The cheapest rank and file that Lizardmen have access to,
they come equipped with a hand weapon, shield, light armour equivalent through their
Scaly Skin 6+, and a javelin. For options they can buy poisoned melee attacks, full
command, and add Kroxigor which to the second rank.</div>
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<br /></div>
<div class="MsoNormal">
I am not a fan of large units of these without the Kroxigor.
Even then, I would rather take the Kroxigor alone but that is just personal
preference. The Skinks can provide some ranged protection and static combat
resolution for the Kroxigor but as they are only Toughness 2 they just give
away too much combat resolution to work well. A “Skrox” unit could potentially
work as a flanking unit but you cannot always rely on outmanoeuvring your
opponent. It is a unit that you can definitely make work so feel free to use it
if you can.</div>
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<br /></div>
<div class="MsoNormal">
A minimalist unit of 10 can work well as chaff and is my preferred
use for them. After adding a Saurus block or two to an army, I would generally
use the rest of my Core requirement on these guys. Their javelins are short
ranged but have the benefits of quick to fire and poison so can cause some
damage to low armour save targets.</div>
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<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://1.bp.blogspot.com/-VKzow4fLgME/UoNjs_vNdHI/AAAAAAAAADI/5hg2DRbX9cI/s1600/skinks.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="229" src="http://1.bp.blogspot.com/-VKzow4fLgME/UoNjs_vNdHI/AAAAAAAAADI/5hg2DRbX9cI/s320/skinks.png" width="320" /></a></div>
<br /></div>
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<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Skink Skirmishers</b></div>
<div class="MsoNormal">
A skirmisher version of the Skink Cohort that loses the ability
to take Kroxigor. They can take either the javelin and shield combo, or
blowpipes. The only command they can buy is a champion.</div>
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<br /></div>
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They cost slightly more than Skink Cohort models but gain a
lot of manoeuvrability in return. While the blowpipes multi shot ability is
great combined with poison, in practice you will very rarely be able to combine
the two. As they are only BS3 the modifiers to shooting will often prevent you
from double tapping with the poison effect. On the other hand, javelins and
shields do not have this issue. Even moving their full distance and shooting at
long range they are still hitting on 5’s on targets in the open. In addition to
this, the combination of Scaly Skin 6+ and a shield provides them with a 5+
save. The skirmish to hit modifier and this make them surprisingly resilient to
enemy archers.</div>
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<br /></div>
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When you take these, expect them to die. Their short range puts
them in harm’s way and the nuisance they cause usually means that your opponent
will divert a unit to deal with them. This is great as the resources spent
getting rid of the Skirmishers would usually be better spent elsewhere. If they
do not take the bait then it allows the Skinks to harass war machines, monsters,
and generally continue to be a thorn in the opponents side.</div>
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<br /></div>
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<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Summary</b></div>
<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span>Saurus Warriors are great and you should
generally always take a unit or two of them. Spears are preferred and the unit
should try to maximise its frontage to get the most attacks possible. </li>
</ul>
<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";"></span></span></span>Never take large units of Skink Cohorts without
taking Kroxigor. Small units work fine as chaff. </li>
</ul>
<ul>
<li>Skink Skirmishers work well too. I would favour
the javelin and shield load out as you will often not be able to take advantage
of the blowpipes multiple shot ability.</li>
</ul>
<br />
<br />
<br />
Next up is my take on the Special choices Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-41000816194084355932013-11-10T23:26:00.001+00:002013-11-16T22:20:01.980+00:00Lizardmen Review: High Magic, Lords, and Heroes Tactica<!--[if gte mso 9]><xml>
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Continuing on in my review/tactica of the new Lizardmen army book I present my impressions of </div>
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the new Lizardmen Lore, and the generic Lords and Heroes. </div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><u>The Lore of High Magic</u></b></div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Lore Attribute</b></div>
<div class="MsoNormal">
The Lore Attribute, Contemplations, allows the user to
forget a spell after casting it and generate a new spell from any Lore using
the normal spell generation rules. The first way this can be used is to swap
out a spell after it is no longer useful to you. For example, Arcane Unforging
allows you to destroy the opponent’s Magic Items. Once this has been achieved
the spell could be considered useless so you could swap it out for a spell from
another Lore. The second way I can see this being used is to just take the Lore
of High Magic if you are unsure of what your opponent will be using. Once you
see his army, you can then start casting some cheap spells on turn 1 and
generate a more useful one from another Lore. The way I would view this is to
assume you are rolling on a Lore for its Signature Spell with a chance of
potentially getting something better. An example of when you would do this is
upon seeing that your opponent is playing Warriors of Chaos and has gone Knight
heavy. You could cast Tempest first turn and then Swap it out for a roll on the
Lore of Metal.</div>
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<br /></div>
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Unlike most
Lores, the Lore of High Magic contains two Signature Spells.<b style="mso-bidi-font-weight: normal;"> </b><b style="mso-bidi-font-weight: normal;"> </b><br />
<b style="mso-bidi-font-weight: normal;"><br /></b>
<br />
<ul style="text-align: left;">
<li><b style="mso-bidi-font-weight: normal;">Drain Magic</b></li>
</ul>
</div>
<div class="MsoNormal">
This spell can remove Remains in Play effects on friendly or
enemy units. While it is fairly cheap (you should essentially never fail
casting this using two dice) a similar effect can be obtained through the use
of the Cube of Darkness so I don’t rate this too highly. Not bad, but nothing
amazing either.</div>
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<br /></div>
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<ul>
<li><b style="mso-bidi-font-weight: normal;">Soul Quench</b></li>
</ul>
</div>
<div class="MsoNormal">
Effectively a shorter ranged but more efficient Fireball,
this is the Signature Spell that I prefer. Very straight forward spell, I like
it.</div>
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<br /></div>
<div class="MsoNormal">
<ul>
<li><b style="mso-bidi-font-weight: normal;">Apotheosis</b></li>
</ul>
</div>
<div class="MsoNormal">
A way to regenerate wound son a nearby model. It is
relatively cheap to cast and we generally have a large amount of suitable
targets to cast this on, so I think it is pretty useful to have.</div>
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<br /></div>
<div class="MsoNormal">
<ul>
<li><b style="mso-bidi-font-weight: normal;">Hand of Glory</b></li>
</ul>
</div>
<div class="MsoNormal">
Allows you to buff the Weapon Skill, Ballistic Skill, Initiative
or Movement of a nearby unit by D3. Can buff it to affect all of them. The
increases to WS and Initiative are very helpful to our Saurus as those are the
stats they aren’t great in. Combined with a Bastilodon, this can manage to
bring our Saurus up to a respectable Initiative. However, this is more
difficult to cast, has a weaker effect, and is less reliable than the similar
Speed of Light from the Lore of Light. This can also be used to help get a unit
into range next turn or to boost a unit of skinks BS so they can double tap at
long range after moving, etc. All in all, it isn’t a bad spell but the Lore of
Light does what this is trying to do better.</div>
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<br /></div>
<div class="MsoNormal">
<ul>
<li><b style="mso-bidi-font-weight: normal;">Walk Between Worlds <span style="mso-spacerun: yes;"> </span></b></li>
</ul>
</div>
<div class="MsoNormal">
This is one of the best spells in the Lore. It allows a unit
to move 10/20 inches counting as Ethereal. This can really help outmaneuver your
opponent’s units and works especially well on Carnosaurs, Salamanders and Ancient
Stegadons. Great spell.</div>
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<br /></div>
<div class="MsoNormal">
<ul>
<li><b style="mso-bidi-font-weight: normal;">Tempest</b></li>
</ul>
</div>
<div class="MsoNormal">
This is a handy enough spell. I find that it works most
effectively against Elves as they tend to be more ranged than most armies and
have a lower toughness. Outside of those armies it can have its uses but it
doesn’t have enough hitting power compared to other damaging spells and isn’t
as reliable as Iceshard Blizzard at countering ranged. Unless your opponent is
a low toughness army I would exchange this one before the others. It even has a
fairly long range to enable you to use it effectively on the first turn.</div>
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<br /></div>
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<ul>
<li><b style="mso-bidi-font-weight: normal;">Arcane Unforging</b></li>
</ul>
</div>
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A nifty spell that can neuter a combat character while
having a decent chance of knocking a wound off. After making use of it, this is
another one I would suggest swapping out for another spell. As you won’t know
what items their characters have before casting its best to target their more
powerful characters. It’s also an effective way of drawing out an opponent’s Dispel
Scroll. If they don’t use it, the wizard could take a wound and lose it anyway
so it is in their best interests to use it. Very handy spell to have, but don’t
be afraid of swapping it out once you’ve got the most out of it.</div>
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<br /></div>
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<ul>
<li><b style="mso-bidi-font-weight: normal;">Fiery Convocation</b></li>
</ul>
</div>
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This spell can really put the hurt on any horde units you
come across. It should absolutely devastate a unit of Toughness 3 models. It is
of limited use against armies like Ogres and Chaos however. If facing them don’t
be afraid of swapping out for another Lore.</div>
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<br /></div>
<div class="MsoNormal">
In summary, I like the Lore. It has several situational utility
spells and a decent mix of damaging spells and augments. If you want to take
High Magic I would suggest taking Focus of Mystery so that you will get all of
the spells in the Lore. This will allow you to get 8 spells and give you the
most flexibility for swapping them out. </div>
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<br />
<br />
<a name='more'></a><br /></div>
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<br /></div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;"><u>Lords</u></b></div>
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<br /></div>
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<b style="mso-bidi-font-weight: normal;">Slann Mage-Priest</b></div>
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A very solid caster. You are going to want to take one in
almost every game. A Slann is one of the toughest Wizards in the game with
Toughness 4, 5 Wounds, and coming with a 4+ Ward Save. As well as being one of
the toughest Wizards, the Slann is one of the most versatile Wizards. They are
Level 4’s with access to High Magic and all 8 of the BRB Lores. They are able
to cast Magic Missile and Direct Damage spells through Skink Priests and Skink
Oracles due to the Arcane Vassal rule. They can even swap spells with other
Slann although this is unlikely to ever come up.</div>
<div class="MsoNormal">
If you take a Slann it has to be your General but it can
also be your Battle Standard Bearer and it can even take a Magic Banner while
still getting his 100 points of Magic Items. What you will usually want to do
is give your Slann the Standard of Discipline. This will give him Leadership 10
which he can give to all those nearby due to his General status, with rerolls
due to his BSB status. Combined with the spells he will be throwing out this
can create a very strong centre to a battle line.</div>
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In addition to 100 points of Magic Items, the Slann can take
up to four Disciplines of the Old Ones costing no more than 150 points.<br />
<br />
<br />
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<a href="http://1.bp.blogspot.com/-rSARWnXjIuc/UoNlEJbARgI/AAAAAAAAADg/g_ngmUkvmIQ/s1600/slann.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://1.bp.blogspot.com/-rSARWnXjIuc/UoNlEJbARgI/AAAAAAAAADg/g_ngmUkvmIQ/s400/slann.png" width="266" /></a></div>
</div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Reservoir
of Eldritch Energy</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
This allows you to use an unused dispel
dice as a power dice in your magic phase on the roll of a 2+. While not a bad
effect, I would not spend the points on it as you will more than often be using
all of your dispel dice.</div>
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<br /></div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Soul of
Stone</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
This allows you to subtract or add one to
your miscast results. If you use your Slann in a Temple Guard bunker and are
not using Lore of Life, this could be worth picking up. It is not too expensive
and could save your expensive Wizard from being sucked into the Realms of
Chaos. With the Lore of Life (a strong Lore for the Slann) you get some miscast
protection in the form of Throne of Vines so it is not necessary with that.</div>
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<br /></div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Becalming
Cogitation</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
Rerolling your first failed dispel attempt
each magic phase can definitely prove to be useful. As it is fairly cheap, I
would consider this one of the better options to take. I would suggest taking
this if you want a more defensive Slann.</div>
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<br /></div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Wandering
Deliberations</b></li>
</ul>
</div>
Swaps your usual spell generation
to give you the 8 signature spells of the BRB Lores. This gives a lot of
versatility to your Slann. Definitely worth considering. As many of the
signature spells have low casting costs this Slann can really pump out the
spells.<br />
<br />
<ul>
<li><b>Harmonic Convergence </b></li>
</ul>
<div class="MsoListParagraphCxSpMiddle">
This Discipline does not seem that great
until you consider the Magic Items you can combine with it. Combined with the
Channelling Staff (+1 to Channelling attempts) this Discipline becomes pretty
nifty. Three attempts at channelling on a 5+ should get you an extra dice every
magic phase, more if you are lucky. This can help you to control the opponent’s
magic phase better by lessening the advantage they have in terms of dice.
However, the cost of this combo is not insignificant and it also uses up an
Arcane Item slot that could go towards a Dispel Scroll or Cube of Darkness.</div>
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<br /></div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">The
Harrowing Scrutiny</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
Gives the Slann the Terror special rule.
Not really worth the cost in my opinion.</div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
<div class="MsoListParagraphCxSpMiddle" style="mso-list: l0 level1 lfo1; text-indent: -18.0pt;">
<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Transcendent
Healing</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
Could perhaps be combined with the
Forbidden Rod, but it is an expensive combo and the Slann will likely have some
other form of regenerating wounds. Wouldn’t bother with it.</div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Unfathomable
Presence</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
Gives the Slann Magic Resistance D3 for the
duration of the opponent’s magic phase. For the same price you could get Magic
Resistance 2 permanently. Not a choice I would rate highly. Most spells that
worry Lizardmen won’t allow you your Ward Saves anyway.</div>
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<br /></div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Focus of
Mystery</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
Gives the Slann Loremaster (High Magic).
Combined with the Lore Attribute of High Magic this Slann can be extremely
versatile. It gives you access to 8 spells which can be swapped out for others
of the Lore of your choice. Another strong choice in my opinion.</div>
<div class="MsoListParagraphCxSpMiddle">
<br /></div>
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<ul>
<li><span style="font-family: Symbol; mso-bidi-font-family: Symbol; mso-fareast-font-family: Symbol;"><span style="mso-list: Ignore;"><span style="font: 7.0pt "Times New Roman";">
</span></span></span><b style="mso-bidi-font-weight: normal;">Higher
State of Consciousness</b></li>
</ul>
</div>
<div class="MsoListParagraphCxSpMiddle">
Designed for solo Slanns but it is
expensive and Unstable will be the death of your Slann. Static combat
resolution will make you crumble. I would not advise this option.</div>
<div class="MsoListParagraphCxSpLast">
<br /></div>
<div class="MsoNormal">
I would advise not going overboard with these and advise
selecting only one or two at most. The ones I would say are worth taking are
Becalming Cogitation, Wandering Deliberations, Harmonic Convergence, Focus of
Mystery, and maybe Soul of Stone.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The main Magic Items to consider would be the Channelling
Staff, Dispel Scroll, Cube of Darkness, and the Standard of Discipline. Only
use the Channelling Staff with Harmonic Convergence and it might be a good idea
to only use that combination when you have two Skink Priests to have the Dispel
Scroll and Cube of Darkness. Not necessary but an army that has access to two
Dispel Scrolls should make use of it. Standard of Discipline should be used
pretty much every time. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The Lores I would suggest would be the Lore of Life or the
Lore of Light. The Lore of Life is a good Lore with defensive spells which also
has access to one of the super spells; The Dwellers Below. The Lore of Light
makes up for the Saurus’ main weaknesses with Birona’s Timewarp and The Speed of
Light. High Magic can work too, but I feel that requires Focus of Mystery to be
worth it.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Example Builds</b>:</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Slann Mage-Priest
– Lore of Light<span style="mso-tab-count: 1;"> </span><span style="mso-tab-count: 6;"> </span>385pts</div>
<div class="MsoNormal">
Harmonic Convergence, Channelling Staff, BSB, Standard of
Discipline</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This build will work well in a Saurus heavy list with two
Skink Priests to carry Dispel Scroll and the Cube of Darkness. They should take
Lore of Beasts to further synergise with the Saurus.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Slann
Mage-Priest – Lore of High Magic<span style="mso-tab-count: 6;"> </span>405pts</div>
<div class="MsoNormal">
Focus of Mystery, Cube of Darkness, BSB, Standard of
Discipline</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This build will work well in a more balanced list. Walk
Between Worlds can get Stegadons or Salamanders into position and it gives you
8 spells to swap out for something more useful.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
How you build him should really depend on the rest of the
list.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Saurus Oldblood </b></div>
<div class="MsoNormal">
With a 4+ Scaly Skin, Strength and Toughness 5, and 5 WS 6
attacks base this guy can be a brutal character if built correctly. He’ll be
your General if you don’t take a Slann but as his Leadership is the same as all
Saurus, he’ll only really help your Skinks. If you want to take a Carnosaur
this is the guy you <i>want </i>to take but that will usually prevent you from also
taking a Slann so you’ll usually pass on that. If you are taking him on a
Carnosaur, run him up a flank. This not only provides you with a fast Terror-causing
hard hitter but will also buff the Leadership of nearby Skinks (which tend to
be found on the flanks as well).<br />
<br />
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<a href="http://4.bp.blogspot.com/-v6w0Wq7_d9Y/UoNlK1z51dI/AAAAAAAAADo/uNc3BaKt6Cg/s1600/oldblood.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://4.bp.blogspot.com/-v6w0Wq7_d9Y/UoNlK1z51dI/AAAAAAAAADo/uNc3BaKt6Cg/s400/oldblood.png" width="285" /></a></div>
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Best way to run him would be either on a Carnosaur or on a
Cold One. The Carnosaur should always be taking Loping Stride and potentially
Bloodroar to if you have the points to spare. This makes it very expensive
though, and one cannon shot has the potential to remove your investment from the table. Oddly enough, the Carnosaur doesn't have Predatory Fighter but it does have the ability to gain Frenzy, is S7, and has the D3 multiple wounds rule. This makes it great at dealing with heavily armoured units. S7 will cut through most armour in the game and Thunderstomps/D3 wounds will help deal with infantry/monstrous units respectively. Try to limit the number of models that can swing back at you by attacking enemy in the flanks or rear as the Carnosaur is pretty slow and only has an average resilience at best.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
As Initiative 3 is not too impressive, taking a Great Weapon
does not have much of a downside. The Armour of Destiny is great for Lizardmen
as Magic Items are our only access to Heavy Armour and it provides a 4+ Ward
Save on top of that. It is also cheaper than Light Armour and the 4+ Ward Save
Talisman for all but Skink Chiefs. Helms and the Enchanted Shield can also be
used to give a Heavy Armour type effect combined with Light Armour. Charmed
Shield is good as it blocks the first cannon shot that hits you on a 2+. Your
Carnosaur won’t be so lucky but at least you won’t lose both the mount and the
rider.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Example Builds:</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Oldblood<span style="mso-tab-count: 9;"> </span>471pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Great Weapon,
Armour of Destiny, Dawnstone, The Other Trickster’s Shard</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Carnosaur</div>
<div class="MsoNormal">
Loping Stride</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This is a favoured build of mine. It gives the Oldblood a 1+
/1+/4++ save on a fast hard hitting monster. The amount of S7 wounds it can
throw out is amazing with a potential 26 (you will never actually cause that
many but it is possible). Be aware that your Initiative is not too hot so
remember that your target will be hitting you before you get your chance to
attack. A handy benefit of the Great Weapon is that if the opponent tries to
hold you up by challenging you with a Champion, the Carnosaur will go before
the Oldblood and will likely get you the maximum amount of Overkill combat
resolution. Take a Charmed Shield as well if you face a lot of cannons. Bare in
mind that this build uses two very good defensive items so it will prevent any
Scar Veterans from taking them. That is definitely the main downside of this
build and can be pretty substantial.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Oldblood<span style="mso-tab-count: 9;"> </span>461pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Piranha Blade,
Shield, Glittering Scales, Luckstone</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Carnosaur</div>
<div class="MsoNormal">
Loping Stride</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Not a bad build if you want to leave Armour of Destiny and
the Dawnstone open for a Scar Veteran to take. It should do very well against
monstrous infantry and cavalry on account of all the Multiple Wounds D3
attacks.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Oldblood<span style="mso-tab-count: 9;"> </span>241pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Great
Weapon, Sacred Stegadon Helm of Itza, Dawnstone </div>
<div class="MsoNormal">
Cold One</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A useful build if you want to make a fairly cheap,
survivable Lord while leaving the Armour of Destiny open for a Scar Veteran.
Toughness 6 with a 1+/1+ save is incredibly respectable. The speed of the Cold
One should enable you to make good use of the Impact Hits provide by the
Stegadon Helm. Run him alone and he should be able to deal with a surprisingly
large number of threats. Scar Veterans are usually more efficient at the role
this is designed for however.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;"><u>Heroes</u></b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Skink Priest</b></div>
<div class="MsoNormal">
With access to Beasts and Heavens, the ability to extend a
Slann’s effective range, the existence of Cube of Darkness, and the role they
play in the Predatory Fighter rule most armies will want to include one or two
of these. Don’t bother with the Ancient Stegadon mount. You’ll want to keep
these reasonably cheap. Keeping your Slann in the centre with a Skink Priest on
each flank should help keep your army in check while providing better coverage
for the Slann’s spells.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
While Heavens is not a bad Lore (it’s signature spell in
particular giving some great war machine protection) I feel that the Lore of
Beasts is the better option because it’s signature spell can turn your units
into monsters. Wyssan’s Wildform can buff your Saurus’ Strength and Toughness
by 1. As it is a signature spell it can even be spammed. I think that this will
definitely be a thing that is viable. Only issue is that Skink Priests will
probably have to throw three dice at it which won’t leave your Slann with very
many dice to play with.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
I do not feel that the Ancient Stegadon with Engine of the
Gods mount option is really worth taking. Maybe if you want to fit another
Stegadon into the list as you will likely be including Skink Priests anyway, so
you’ll be avoiding the Skink Chief tax that would otherwise come with it. The
points are probably best spent on Scar Veterans or Special choices however.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The Magic Items worth taking on these are the Cube of
Darkness, Dispel Scroll, and the Cloak of Feathers. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Example Builds:</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Priest
– Lore of Beasts<span style="mso-tab-count: 7;"> </span>125pts</div>
<div class="MsoNormal">
Level 2, Dispel Scroll</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A standard build, I would take this if I was only taking one
Skink Priest and the Slann had the Cube of Darkness.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Priest
– Lore of Beasts<span style="mso-tab-count: 7;"> </span>
95pts</div>
<div class="MsoNormal">
Cube of Darkness </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
And</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Priest
– Lore of Beasts<span style="mso-tab-count: 7;"> </span>
90pts</div>
<div class="MsoNormal">
Dispel Scroll</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
These two would be what I would take if I was taking two
Skink Priests with a Slann. As their main job is to carry Arcane Items, help
Predatory Fighter, and throw out the odd spell when the power dice are available,
the Level 2 upgrade isn’t necessary in my opinion. If I was not taking a Slann
I would take these two but with the Level 2 upgrades.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Saurus Scar-Veteran</b></div>
<div class="MsoNormal">
An Oldblood with half the Magic Item allowance and one less
WS, wound, and attack. However, it is almost half the cost of an Oldblood and
the options are all cheaper (except the Carnosaur). Combined with the fact that
taking a Slann usually doesn’t leave you with many points left in Lord
allowance, you will generally be taking these more than Oldbloods. This is who
your BSB will be if you do not make it your Slann. It is better to take a bare
BSB on a Scar Veteran and then give him some defensive gear to keep him alive.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
For the most part, what I said about the Oldblood applies to
the Scar Veterans. The only real difference is that they will be less
effective, while being more efficient due to the lower costs. Again, taking a
Great Weapon and a mount and then lone wolfing is usually the way to go. I
would only use one in a unit if I was giving him a BSB.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Example Builds:</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus
Scar-Veteran<span style="mso-tab-count: 9;"> </span>154pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Great
Weapon, Armour of Destiny</div>
<div class="MsoNormal">
Cold One</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This build is a good option if the Armour of Destiny is
available. Moves fast, hits hard, and can take the hits with T5 and a 1+/4++
save.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Saurus Scar
Veteran<span style="mso-tab-count: 9;"> </span>145pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Great
Weapon, Light Armour, Dragon Helm, Dawnstone</div>
<div class="MsoNormal">
Cold One</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Another good option although it requires the Dawnstone to be
available. As above but with a 1+/1+ save. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
A BSB or Carnosaur can be added to either of these builds
with minimal change.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Skink Chief</b></div>
<div class="MsoNormal">
The only reasons to take a Skink Chief are the mounts. A
lone Skink Chief on a Terradon or Ripperdactyl can make a fairly effective
counter to warmachines, wizards, or chaff. They can even act as chaff
themselves as a result of their mobility. They are also cheap enough to consider
using as a way of squeezing another Ancient Stegadon into the list. Mounted on
an Ancient Stegadon, it might not even be that bad a choice as the BSB. Other
armies sometimes use their cheap characters with a Great Weapon to add some
bite to their units but we do not have that option. The enchanted Shield or Dragonhelm should almost always be taken on a Skink Chief. This allows you to give him a 2+ Save which he will need to survive.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="http://3.bp.blogspot.com/-ffCZ7wLSH2o/UoNmV035rbI/AAAAAAAAAD0/r7MO26Bo9uc/s1600/skink+bsb.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="http://3.bp.blogspot.com/-ffCZ7wLSH2o/UoNmV035rbI/AAAAAAAAAD0/r7MO26Bo9uc/s400/skink+bsb.png" width="272" /></a></div>
</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">Example Builds:</b></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Chief<span style="mso-tab-count: 10;"> </span>
89pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Spear, Enchanted
Shield, Light Armour</div>
<div class="MsoNormal">
Ripperdactyl</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
This build is a good base for character or warmachine
hunting while leaving plenty of points left over for better weapons etc.
Swapping the Ripperdactyl for a Terradon would focus it more on chaff clearing
due to the Drop Rocks ability.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Skink Chief<span style="mso-tab-count: 10;"> </span>329pts</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Spear, Enchanted
Shield, Light Armour, The Egg of Quango</div>
<div class="MsoNormal" style="margin-bottom: .0001pt; margin-bottom: 0cm;">
Ancient
Stegadon</div>
<div class="MsoNormal">
Sharpened Horns</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
If you’ve used your Rare points allowance and want another
Ancient Stegadon, this isn’t a bad choice. As you’ll be taking Skink Priests
anyway, they are the better option to use for this purpose but the above build
is what I would do if I went with the Chief option. The S6 Multiple Wound D3
D6+1 Impact Hits combined with the Egg of Quango should really put the hurt on
any models with multiple wounds.</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
<b style="mso-bidi-font-weight: normal;">In Summary </b></div>
<ul>
<li>I’d highly recommend taking a Slann as your General/BSB
as he is our only Level 4 caster which makes him invaluable. </li>
</ul>
<ul>
<li>Taking one or two Skink Priests will help to
control your opponent’s magic phases through the Dispel Scroll/Cube of
Darkness, helps keep your Saurus in check, and helps support the Slann through
Arcane Vassal. </li>
</ul>
<ul>
<li>I’d suggest taking at least one lone Oldblood/Scar
Veteran/Skink Chief as they provide excellent support to the army and help to
deal with threats we otherwise aren’t that effective at dealing with.</li>
</ul>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-align: justify; text-indent: -18.0pt;">
<br /></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-align: justify; text-indent: -18.0pt;">
<br /></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-align: justify; text-indent: -18.0pt;">
Next up will be the Core choices </div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-align: justify; text-indent: -18.0pt;">
<br /></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-align: justify; text-indent: -18.0pt;">
<br /></div>
<div class="MsoListParagraphCxSpLast" style="mso-list: l0 level1 lfo1; text-align: justify; text-indent: -18.0pt;">
<br /></div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com0tag:blogger.com,1999:blog-3363484320076199142.post-90539029454728072372013-11-09T23:25:00.002+00:002013-11-16T22:19:39.474+00:00Lizardmen Review: Army Special Rules and Magic Items Tactica<!--[if gte mso 9]><xml>
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Haven't posted in a long while now. Got a lot of spare time on my hands lately so I figured I should try reinvigorating the blog. As all of my armies have been updated recently, I decided I would share my thoughts and opinions and write a Tactica on each of them. I'm starting with the Lizardmen for Fantasy as they came out first and I will break it into manageable chunks.</div>
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I don't claim to be an expert, but I've picked up a thing or two over the years and you can judge for yourself.<br />
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<b style="mso-bidi-font-weight: normal;"><u>Army Special Rules</u></b></div>
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<b style="mso-bidi-font-weight: normal;">Cold-blooded</b></div>
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This is a great special rule that allows you to roll an
extra dice for Leadership tests and then discard the highest. Combined with a
decent Leadership value, a Slann General, and a BSB, it’ll take a big beating
to have your Saurus failing Leadership tests. Skinks tend to have a less respectable
Leadership of 5. Cold-blooded or not, Leadership 5 sucks so be careful with
Skink units. </div>
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<b style="mso-bidi-font-weight: normal;">Predatory Fighter</b></div>
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When a model with this rule rolls a 6 to hit it gets another
attack. RAW only models in the first rank can benefit from this rule as
supporting models can never get an extra attack from any source. RAI is a bit
unclear but most lean towards all attacks gaining the extra attack.</div>
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In addition, unless there is a nearby Skink character, units
with this rule cannot restrain pursuit.</div>
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This rule gives a little but takes a lot. The extra attacks
are nice, but are not game changing. On the other hand, always having to pursue
after combat can lose you the game. A clever opponent can use this to their advantage by using a throw away unit. This can result in either your unit being taken out of the game by moving off into the corner of a board or else getting flank charged by another unit fairly easily. This is a good reason to have a Skink Priest
or two throughout your battle line.</div>
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<b style="mso-bidi-font-weight: normal;">Aquatic</b></div>
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Many non-monster, non-skink units have this rule. It will
rarely come up but could be handy when it does. It gives them the Marshland and
River Strider rules in addition to a few other benefits in water features.</div>
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<b style="mso-bidi-font-weight: normal;"><u>Magic Items</u></b>
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<b style="mso-bidi-font-weight: normal;">The Blade of
Unrealities</b></div>
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This weapon will take up an Oldblood’s entire Magic Item
allowance. While negating all but Regeneration saves is great, a similar effect
can be achieved at a fraction of the cost using a Great Weapon and The Other
Trickster’s Shard. The inability to take any kind of ward save results in this
being a mediocre choice at best. </div>
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<b style="mso-bidi-font-weight: normal;">Piranha Blade</b></div>
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Weighing in
at half the price of The Blade of Realities, the Piranha Blade is worth
considering. If you happen to face Ogres a lot this is a great choice as the
Multiple Wounds D3 really helps pile on the wounds against them. Ogre armour
saves also tend to be fairly average to poor so the S5 combined with Armour
Piercing should suffice. In addition, Ogres are one of the few armies were the
Initiative 3 of the Scar Veteran and Oldblood might come into effect. <span style="mso-spacerun: yes;"> </span></div>
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Note: Some have argued that as this weapon gives the wielder
these special rules then it combos with the next Magic Item, the Stegadon Helm
of Itza. Others argue that GW differentiates between the wielder and the bearer
in situations like these so the effects only last when the Piranha Blade is
actually being used. For purposes of this review I assumed that the Items did
not combo as that seems to be the obvious RAI from my point of view. As with
the Predatory Fighter special rule, we will just have to wait for GW to release
an FAQ.</div>
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<b style="mso-bidi-font-weight: normal;">Sacred Stegadon Helm
of Itza</b></div>
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The Sacred Stegadon Helm is a decent defensive item well worth
considering. Toughness 6 characters are very resilient. Add D3 Impact Hits to
the mix and you can make some pretty impressive characters. If you plan to take
multiple Oldbloods/Scar Veterans then I’d suggest taking this on one.</div>
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<b style="mso-bidi-font-weight: normal;">Skavenpelt Banner</b></div>
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Initially I disregarded this as a cute fluffy option, but
when I actually read it properly the effect it gave wasn’t all that bad. Giving
Frenzy and Hatred (Skaven) to a unit is significant. However, the price prevents
it from being a viable option in my opinion, even against Skaven. The cost is
just too high. The fact that only the BSB can take it hurts, as a Scar Veteran
or Skink Chief BSB with this will just be too squishy and the Slann should be
taking the Banner of Discipline.</div>
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<b style="mso-bidi-font-weight: normal;">The Jaguar Standard </b></div>
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While this one doesn’t require a BSB to take it, I don’t see
why you would bother. Even if I wanted an aggressive Temple Guard bunker I
would probably just take the Razor Standard.</div>
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<b style="mso-bidi-font-weight: normal;">Cube of Darkness</b>
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Essentially a Dispel Scroll that costs 5 points more and
only works on a 2+. It also dispels Remains in Play spells on a 2+. This can be
incredibly useful depending on your opponent. If they are using Lore of Life you
can let them cast the Throne of Vines, wait for their next spell and then two
for one them (assuming they don’t Irresistible Force it). Be aware that it also
affects your own Remains in Play spells so watch out for that. I would take a
Dispel Scroll over this for the reliability but would take this over basically
all other Arcane Items.</div>
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<b style="mso-bidi-font-weight: normal;">Plaque of Dominion</b></div>
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Even if you manage to get it off, it isn’t terribly useful.
Not worth considering at all.</div>
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<b style="mso-bidi-font-weight: normal;">The Cloak of Feathers</b></div>
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Allows a Skink to Fly and provides a modicum of protection.
It could perhaps be useful to get your Skink Priests in to a good position to
use their Arcane Vassal rule or to curb the Saurus’ Predatory Fighter rule.
Worth considering at least.</div>
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<b style="mso-bidi-font-weight: normal;">The Horn of Kygor</b></div>
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Not a fan. If it wasn’t a one use only ability, sure, but as
it is I don’t think it is useful even in a Monster Mash style list. Don’t
bother with it.</div>
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<b style="mso-bidi-font-weight: normal;">The Egg of Quango</b></div>
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Not a bad choice by any means. I would not fault any one for
taking it. Similar to a breath weapon, but it goes off at the start of the
combat phase. This is another thing that needs FAQ’d. It’s unclear whether this
or challenges happen first, so it could be possible to unleash the Quango on
the unit and then maul their character in a challenge as a nice one-two punch.
It likely won’t see its way into my lists, but it is a tempting option.</div>
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That is it for the Army Special Rules and Magic Items. To sum it up:</div>
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<ul>
<li>Predatory Fighter and Cold-blooded are the most important army special rules. Always be aware that you need a skink character nearby to allow you to refrain from pursuing. Getting redirected is bad and can lose you the game. </li>
<li>Lizardmen Magic Items that are worth taking are the Piranha Blade, Sacred Stegadon Helm, and the Cube of Darkness. The Cloak of Feathers and the Egg of Quango are worth considering too.</li>
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Next up: Lords, Heroes, and the High Magic Lore <br />
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<span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span><span style="mso-spacerun: yes;"> </span></div>
Orphichttp://www.blogger.com/profile/07144866492822133318noreply@blogger.com1