Been a while since I posted but decided I'd share some of the new models coming down the pipe from FW
First up, and of most interest to me, is the new Tyranid Dimachaeron
Sunday, 30 March 2014
Wednesday, 22 January 2014
Tau Tigershark AX-1-0
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.
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.
I'll post the finished model when its assembled, and give a review of how I found making it.
Tyranid Review: Final Thoughts and Army Lists
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.
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| The Tau forces battle Hive Fleet Gorgon |
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.
Tuesday, 21 January 2014
Tyranid Review: Heavy Support Tactica
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 to leave a comment.
Carnifex Brood
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| A Hive Fleet Behemoth Carnifex thunders into an Ultramarine Rhino on Macragge |
Often
regarded as the 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.
Saturday, 18 January 2014
Tyranid Review: Fast Attack Tactica
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. 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.
Tyranid Shrike Brood
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| The late Parasite of Mortrex, a unique Shrike-esque mutant |
Thursday, 16 January 2014
Tyranid Review: Elites Tactica
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.
Hive Guard Brood
![]() |
| The centauroid Hive Guard stands its ground |
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.
Overall, a
fine unit. Definitely one of the better Elites choices.
Wednesday, 15 January 2014
Tyranid Review: Troops Tactica
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.
Tyranid Warrior Brood
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.
White Dwarf Changes and Warhammer Visions
Tyranid Review: HQ Tactica
The second part of my Tyranid review. I cover the HQ section here. Again these are just my opinions.
If you disagree or have any feedback, let me know. This is as much to help me figure out the new
Codex as to provide my review.
Hive Tyrant
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.
![]() |
| A Hive Tyrant of Hive Fleet Leviathan |
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.
Tuesday, 14 January 2014
Tyranid Review: Army Special Rules, Wargear, and Psychic Discipline Tactica
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.
Army Special Rules
Synapse Creature
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.
Instinctive Behaviour
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.
Thursday, 9 January 2014
Hobby Update: Christmas
Been a while since I posted anything due to real life, but the past weeks have been a very busy time for the hobby.
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.
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.
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.
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.
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.
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.
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.
![]() |
| RIP Doom, Ymargl's, Parasite, and Snot Pods |
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.
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.
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.
Sunday, 17 November 2013
Lizardmen Armylists
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.
Saturday, 16 November 2013
Lizardmen Review: Special Characters Tactica
Here I give my thought and opinions on the Lizardmen's Special Characters as part of my Lizardmen Review/Tactica article series.
Special Characters
Kroq-Gar
The named Oldblood on Carnosaur. He weighs in at only slightly
more than a tooled up Oldblood on Carnosaur which is promising.
Lizardmen Review: Rare Tactica
Rare
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
Blowpipes to an Engine of the Gods.
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.
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.
Friday, 15 November 2013
Lizardmen Review: Special Tactica
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.
Special
Temple Guard
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.
Thursday, 14 November 2013
Hobby Update: November
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.
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.
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.
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.
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.
Anyways, keeping it short this month as its the first one.
Tuesday, 12 November 2013
Lizardmen Review: Core Tactica
The third installment of my Lizardmen Review/tactica series.
Core
Saurus Warriors
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.
Sunday, 10 November 2013
Lizardmen Review: High Magic, Lords, and Heroes Tactica
Continuing on in my review/tactica of the new Lizardmen army book I present my impressions of
the new Lizardmen Lore, and the generic Lords and Heroes.
The Lore of High Magic
Lore Attribute
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.
Unlike most
Lores, the Lore of High Magic contains two Signature Spells.
- Drain Magic
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.
- Soul Quench
Effectively a shorter ranged but more efficient Fireball,
this is the Signature Spell that I prefer. Very straight forward spell, I like
it.
- Apotheosis
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.
- Hand of Glory
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.
- Walk Between Worlds
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.
- Tempest
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.
- Arcane Unforging
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.
- Fiery Convocation
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.
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.
Saturday, 9 November 2013
Lizardmen Review: Army Special Rules and Magic Items Tactica
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.
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.
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