This will be a post about a list concept building on a rather quirky strategy involving a Flyrant being able to join a Tyrant Guard unit while maintaining his swooping status as a flying monstrous creature. It started with a comment by jifel1 over on Synaps3, which led to this post on his blog, Knighthammer, so kudos where they are due.
The basic hypothesis was that the unit of Tyrant Guard, joined by the swooping FMC tyrant, could only be fired upon using snap-fire rules (i.e. could only be hit on 6s), and using minimum swooping distance and running by the Guard, could be maintained indefinitely. Pretty slick for a unit with 10 T6 wounds that can use Look Out, Sir shenanigans to provide 6 ablative wounds for your Tyrant. A closer look a the rules and the snap-fire aspect appears to not quite be the case, but everything else is a completely valid way to try and give your fire magnet flyrant a chance at surviving past the first turn of shooting.
Here's how I think it works and the rule citations:
Flying Tyrant begins the game Gliding, near (2-3") one side of a 3-model Tyrant Guard unit that is at max coherence, straight line flush with the long table edge. Tyrant Guard unit makes its 6" move forward. Tyrant declares it is swooping, and moves 12" at a 45 degree angle across the path the Guard unit took, stops to the front of and on the other side of the Guard unit, still in coherency and joins the unit, still swooping. The Tyrant, still swooping, and Guard can both declare they are running during the shooting phase (Guard as far as they can go, the Tyrant moves zero); during subsequent movement phases the Tyrant makes a 90 degree turn back towards the front of the unit, and moves 12" across it to the other side, still swooping. With intentionally strict measurements, I can keep it together for at least 2 turns of movement w/o any significant problem, so movement rules-wise - this works.
The first question was how to resolve shooting at this unit, and are all shots at the unit considered Snap Shots (6s to hit)?
- Pg 13, BRB, Snap Shots: "If a model is forced to make Snap Shots rather than shoot normally, then its BS is counted as 1 for these shots"
Sounds plausible, but the Tyrant's Hard to Hit special rule would need to somehow be transferred to the unit.
- Pg 49, Hard to Hit: "shots at such a target can only be resolved as Snap Shots. Template and Blast weapons cannot hit". - Resolved is the key word here.
However, Hard to Hit does not transfer when the tyrant joins the unit of Guard as an Independent Character:
- Tyranid FAQ, pg 2, Amendments; "a tyrant may join a unit of Tyrant Guard as if it had the IC special rule, and is treated as such for the purposes of Look Out Sir!, Challenges, and Precision Shots and Strikes."
- Pg 39, Special Rules and IC's joining a unit; "unless specified in the rule itself, the IC's special rules are not conferred upon the unit."
That takes us to shooting; for which model placement counts for line of sight, cover, and wound allocation:
- Line of sight is moot: if at least a single model of the unit is visible, the unit can be fired upon. Since the unit does not have Hard to Hit, it can be fired on normally.
- Cover is moot: the tyrant doesn't provide cover to other models of the unit while part of the unit
- Wound allocation is where it gets tricky: this is where Hard to Hit comes into play.
- Pg 15, Mixed Wounds: "if the Wound pool contains groups of wounds with different Strengths, AP values, or special rules, then each [group] is resolved separately. You as the shooting player get to choose the order in which these groups are resolved. This allows you to place your shots where they'll do the most damage!"
- Pg 15, Allocate Wounds: "allocate a Wound from the Wound pool to the enemy model closest to the firing unit". Continue allocating wounds... until the Wound pool is empty, or the whole unit has been removed as casualties."
In order for wounds to be allocated to the the Tyrant as the nearest model, the firing player must choose to take Snap Shots with the firing unit(s) rather than firing normally. Any hits that wound would then be able to be allocated normally to the nearest model. Obviously, units with the Skyfire special rule can shoot and allocate wounds normally as well.
Otherwise, choosing to shoot normally at the unit results in wound pools that can only be allocated to the Guard. The wounds continue to be allocated to the unit until the pool is empty, or the unit has been removed as casualties. For "overflow" wounds, once the guard is wiped out, the wounds then transfer to the Tyrant, who simply ignores them since they weren't generated from Snap Shots, effectively emptying the pool; this includes wounds caused by template, blast, and Precision shots. Although normal To Hit rolls of '6' are considered a Precision Shot, and the firing player can normally choose which model the hits are allocated to, they can't be allocated to the Tyrant, which can only be hit by Snap Shots.
- Pg 63, Precision Shots: "Note that Snap Shots and shots from weapons that scatter, or do not roll to hit can never be Precision Shots."
An alternative, and much more broken interpretation: the wound pools from normal fire *could* be allocated to the Tyrant as the nearest model from normal shooting: like the overflow wounds, they simply wouldn't be able to affect him. I prefer the first interpretation.
All Look Out Sir rolls, including for Grounding wounds, could be taken by the Guard.
So if you buy into this strategy actually being functional, what does it buy us? What kind of a list would you build to take advantage of a resilient, but sometimes unable to fire/assault Flyrant that isn't able to maneuver very well on the battlefield? Are the tradeoffs of +6W worth it for the price in movement, flexibility, and inability to leave the unit once joined? Is the dakkarant the right build, or is a BS/LW/Hvy Venom loadout better? With OA?
How about:
~2k:
Tyrant, wings, 2x TL Dev, Leech/Parox, OA
3x Tyrant Guard w/lash whips
Tyrant, wings, 2x TL Dev, Leech, Parox, OA
3x Tyrant Guard w/lash whips
2x Hive Guard
2x Hive Guard
3x Zoanthropes
6x rippers
6x rippers
10x Termagant
10x Termagant
Tervigon, tox, ag, dom, cat, crushing claws
Tervigon, tox, ag, dom, cat, crushing claws
Friday, August 3, 2012
Wednesday, July 18, 2012
Learn to play first - then worry about whose codex is better
Hopefully by now if you're a Tyranid player you've been reading blog after blog, forum after forum, hoping beyond hope that someone, somewhere has unlocked the magic secret of Hivemind domination. I hope you haven't been holding your breath. As someone whose rule knowledge at the last NOVA was a source of considerable shame, I urge you not to repeat my mistake as you move forward in the brave new world of sixth edition for Tyranids. You know, that new edition where we all still have hope, because we can't point to a long string of tournaments that don't have a Tyranid list in the top 4 while blissfully ignoring the dozens of results with 'nids in the top 10, and especially ignoring the smaller tournaments where a Tyranid player did actually win.
Tuesday, July 3, 2012
How sexy is 6e for the hive mind?
Finally got ahold of the new book yesterday, and have been surfing a lot to cull out different impressions for consolidation. So far, the consensus in most parts is at least favorable. Looking through the FAQ:
- I really dislike the "roll for it" ruling for set value modifiers on both sides of a combat; Lash Whips go last as they are a set value modifier, unless the target also has a set value modifier, then roll to see which is applied first. Seriously? /retch
- No more defensive grenade effects for the Venomthrope's 6" aura - the 'no extra attacks' only applies if charging the Venomthrope Brood itself.
- Instinctive Behavior, Feed gaining the Rage ability is a boost.
- No Instinctive Behavior tests required for units inside buildings is interesting.
- ICs still can't join units in a mycetic spore. Suck.
- Similarly, Primes still can't get wings.
- Reserved/outlfanking units still can't use a subterranean assault tunnel. Why even bother with this ability? Yeesh.
Overall the FAQ is more notable for the things it didn't fix, with a couple little nerfs thrown in for good measure.
On to the bigger and better. So what kind of lists are we seeing so far? Nidzilla and flying circus lists seem to be the vogue, and with the new focus on shooting plus the scary new psychic powers, I expect to see drop lists, even with the only-half reserves rule. Double-FOC lists are a potential gamebreaker; we can finally take all the elite units we want - but of course, so can everyone else.
Unit-by-Unit:
- Tyrants: were good but overpriced; now they're pretty much worth the cost, with a radically increased level of threat from both OA and mobility. Flyrants are almost a must-include - but if you thought they attracted enemy fire before, in a 6e shooting-is-more-effective environment, they're gonna die fast.
- Swarmlord: He'll still be slow, but definitely got much nastier; still expensive, but more more worth it.
- Primes: still the cost-effective workhorse HQ.
- Tervigons: not just a baby factory/buffer anymore with the new psychic powers. Add in crushing claws and almost any of the new psychic powers and they can outperform a Trygon pretty easily.
- Parasite: just the thing for challenges. Probably won't be seen very often as everything else is so much better.
- Tyrant Guard: Babylon 5 for your tyrant/Swarmlord's survival. Bonesword boost makes these much more attractive here, especially given the high level of ... interest 'rants are going to attract.
- Lictors: no real changes
- Ymgarl: as one of the only units in the game that can assault out of infiltrate/deep strike, and the vehicle assault boosts, their stock went up considerably. The only downer is there may not be area terrain to jump out of.
- Pyrovore: not even overwatch can save these, especially with the multi-assault nerf.
- Hive Guard: still the darlings of the elite FOC, and even better with PE now affecting shooting.
- Zoanthropes: improved their stock a bit as now they can shoot or buff.. more experimentation needed here.
Initial reads point to keeping Warp Lance and trade Warp Blast for one new power.What I get for reading forums not the book lol - the new powers are all or none. Zoans will at least get 2 powers to work with though. Thanks Josh. - Venomthrope: the 6" cover 'zone' is definitely more valuable with the new per-model cover rules.
- Termagants: no more fearless wounds mean big units are better; default S4 shooting is good too, even with the 12" range. Devilgaunts were pretty mean before; with overwatch they are much more useful.
- Hormagaunts: it will take big units to even make it into combat; with the infiltrate nerf, I expect to see these a bit more often over genestealers simply due to cost-efficacy.
- Genestealers: overwatch literally kills glass cannon assault units like 'stealers. The only benefit here is the Broodlord's psychic abilities make small, naked units with a BL a very viable approach.
- Tyranid Warriors: still vulnerable to ID, but lots of potential here, especially out of a spore.
- Tervigons: see above
- Rippers:
no real changes I can see yetNo more Stealth USR, but no difficult terrain rolls either - and no fearless wounds make these a much more viable tar pit
- Gargoyles: cost-effective, vehicle hit changes + Hammer of Wrath makes these almost a must-include.
- Shrikes: pricey, but Bonesword changes are definite improvement.
- Sky-slasher: still meh.
- Spore mines: basically used to prevent infiltrate shenanigans; but no more charge from infiltrate so...
- Raveners: no movement issues for difficult terrain as beasts is great; but still no grenades. A plus, but not a huge one.
- Harpy: massive improvement, d3+1 S5 attacks for a Vector Strike isn't bad; not sure if these can be traded for a Smash attack (d3+1/2 @ S10)? Can't wait to field test a couple of these.
- Tyrannofex: much better with PE.
- Trygon/Trygon Prime: still mean; buffs can make him really mean.
- Mawloc: still drastically overpriced for what you get. Buffs can help, but not much.
- Carnifex: the fexstar got a major boost with 6e; these will be pretty common, and with good reason.
- Biovore: no major changes here
Peeves:
I hate the idea of including (Imperial) buildings in lists, it seems like a ridiculously un-Tyranid thing to do. Wonder how long before we start seeing army-specific buildings?
So - my first-glance look through: it's pretty damn sexy at the moment.
Saturday, June 2, 2012
It was quiet... too quiet
My pastime of surfing around and culling tyranid information from the intarwebz has run into sparse pickings lately - anticipation of 6th edition seems to have sucked the life from a lot of us. Like we're waiting for the other shoe to fall. A part of me wonders if we're seeing the beginning of the end for GW. A loopy price hike that cuts a big chunk of their market off at the knees - coupled with a new release slated to increase the number of models on the table: making the price increase hurt that much more. GW's fate is hanging on a solid 6th edition release. There are quite simply too many burgeoning competitors; there is a renaissance in the miniature gaming world by any yardstick. I encourage you to check out:
Aside from being all doom and gloom - I've been quietly collecting a model or two here and there, begun work on the Jefferson Memorial for the NOVA Narrative Campaign, and playing Tribes:Ascend every chance I get. Looking forward to seeing many of you at NOVA again this year!
Thursday, May 3, 2012
The State of the Tyranid Meta
Yup. That's a huge dead crocodile. And no, that isn't a pack of Grey Knights mugging for the camera, but it seems it might as well be. I had a sinking feeling while watching people prep their lists for Adepticon, surfing Dakka, Warseer, BOLS, Warpshadow, TheTyranidHive, and other forums along with an ever further-reaching exploration of the 40k blogosphere and finding no references to anyone bringing Tyranids. Not a big deal - lots of people play who don't blog or post anywhere. Shock, surprise - no Tyranids at the 40k Championships. This was after last year's 4th place finish, an 8th place at NOVA, and several strong finishes in many smaller GTs since then. So what does this mean for the Tyranid metagame? Sell now because GW will never fix them (before 7th)? Condemned to share the "we don't even have a real codex" Sisters of Battle category?
Honestly - it means whatever the hell you want it to - and that includes not giving up or thinking they simply aren't competitive. Nick over at The Brown Paintbrush beats massive face with his 'nids (except vs. Dark Eldar - haha). I've seen him play and finish in the top slots in just about every venue, no matter what army he brings. Aaron, aka Hyvemynd, from Synaps3 makes some great points over on Terminus Est that I'll recopy here as it captures an absolutely critical part of the hobby, especially in that weird crossover zone that includes the 'net:
Honestly - it means whatever the hell you want it to - and that includes not giving up or thinking they simply aren't competitive. Nick over at The Brown Paintbrush beats massive face with his 'nids (except vs. Dark Eldar - haha). I've seen him play and finish in the top slots in just about every venue, no matter what army he brings. Aaron, aka Hyvemynd, from Synaps3 makes some great points over on Terminus Est that I'll recopy here as it captures an absolutely critical part of the hobby, especially in that weird crossover zone that includes the 'net:
We play who we can when we can. Internet readers may judge the people we play, but at the end of the day, they are real people. Real people who collect armies they like because of personal reasons since not everyone strives to build an optimized spam list. Real people who may play once a week or once a month and who make real mistakes. These people make up a vast majority of the tournament attendees. Only a few cities and clubs support a player base that would provide us with games the internet would approve of as competitive.
My city (Rochester NY) is interesting because we're home to 2 of the 2011 ETC team (Shaun, Jay). We're also home of DaBoyz who are mainly a comp club. Something interesting happens as a result. We have 2 players who almost always place above our ETC heroes that most of the country haven't heard of because they don't travel to many big events and don't speak out online. Oh yeah, and they ALWAYS play compy lists with no spam.
On of them ("Courtney") took Best General at last year's ATC out of 70 players, beating out Darkwynn, Ben M., Goatboy, Sparks, and all the other 40k celebs. He even gave TPM his only loss of the event. This was a no-comp event and he did it with an Eldar list without any unit duplication except two units of guardians.
The other player I mentioned has won our local annual invitational two years in a row with diversified Nids including warriors, lictors, and shrikes.
Optimizing and spamming up a list can get you so far, but it's also my belief that the final evolution of the competitive gamer is competitive mastery of diverse and balanced lists.First - some mad kudos to Aaron for laying down some truth. The above links are hardly the only ones with similar stories. With as much objectivity as I can muster as a Tyranid-focused blog, it remains clear that it's possible to play and win with Tyranids in any sized venue. It's also clear that it really isn't easy. There simply aren't many first order optimal strategies for less experienced players to fall back on. I've seen numerous variations of the basic theme that Tyranids are a thinking army - in a nutshell, it takes an inordinate amount of thought, pre-planning, and precise movement execution to be successful. Just like any other army, and the player on the other side of the table matters more than his list or codex, any day of the week.
Saturday, April 14, 2012
Tyranids Counts-as Necrons?
I know many of you have seen the superlative Tyracrons from Musings of a Metal Mind, a Necron counts-as Tyranid army. I'll blame this amazing example of the hobby as the germ for the idea, but after reading and watching batreps on how the Necron codex and its units work, I've lately been captured by an idea. I think it might be possible to build a "Tyranid" army using the Necron codex that would allow you to field Tyranid-like abilities consistent with the fluff and maybe more effective than the Tyranid codex. I should probably have another pint and chalk it up to wishful thinking, but I thought I'd put the ideas down here and see what you all think. Pretty sure the biggest challenges are in the vehicle/TLoS department/modeling for advantage. Note the unit comparison below aren't 1:1 analogues that translate directly across FOC slots, but are just general ability comparisons.
HQ
Tyrant/Tyranid Prime, Tyrant Guard - can be accommodated for with different Overlord/Destroyer Lord or C'Tan Shard combinations pretty easily (although C'Tan isn't HQ)
Tervigon HQ - no real analogue in the HQ slot
Elites
Lictors, Ymgarl - Flayed Ones and Canoptek Wraiths both fill these roles pretty well.
Pyrovore - these even suck in the Necron codex ;)
Venomthrope - no real analogue
Hive Guard - while an absolutely key elite slot in the Tyranid codex, the closest match here is probably the Necron Destroyer
Zoanthrope - not a clear match here for a key fluff Tyranid unit
Troops
Tyranid Warriors - Immortals, Lychguards, Deathmarks
Genestealers - Flayed Ones or Wraiths
Hormagaunts - Flayed Ones?
Termagaunts - Necron Warriors
Tervigon - Canoptek Spyder perhaps? Trying to parallel the troops and spawn functions ends up with a transport, probably the Ghost Ark
Rippers - One word: Scarabs
Fast Attack
Gargoyles - Canoptek Wraiths
Raveners - Canoptek Wraiths or Tomb Blades
Shrikes - Necron Destroyers, Tomb Blades, Triarch Praetorians
Harpy - Doom Scythe, maybe a Night Scythe?
Rippers - Scarabs
Heavy Support
Trygon/Mawloc - it's an absolute crime the Tomb Stalker didn't make it into the Codex; a Triarch Stalker is the next best bet; maybe Canoptek Sypder, from the deep strike/tunnel aspect, maybe a Monolith
Carnifex - maybe the Canoptek Spyder or Triarch Stalker
Biovore - no real analogue here
Tyrannofex - Doomsday Ark, Annihilation Barge, maybe a Monolith
This is my first attempt to get my thoughts down on paper - definitely haven't really researched the idea with any depth, or done any meaningful size comparisons, let alone thought it through to the point of trying to build an FOC-compliant Necron force using the matching models above. Without going down that road to really check, I think this might be do-able though. I think avoiding the big vehicles like Arks and Monoliths, and maybe even the Command Barges might be necessary to avoid TLoS issues. Just some musings on a Saturday afternoon...
Tuesday, April 3, 2012
Primer Therapy Redux
After a solid afternoon of exploration at Home Depot, Lowe's, Michael's, and the local hobby store (trains, model rockets, r/c cars...), I found a few primers to bring home and try. The first purchase was a big bottle of cheap white Gesso from Michael's, then I discovered Kilz has odor-free spray primer for ~$5, and regular stinky primer for ~$4. Went to Home Depot and picked up a can of Rustoleum after reading OST's recent article over on Dark Future Games, looking at his comments about spraying from a distance. Even though I've had issues with it before - increasing my suspicions that the problem is more me than the paint... Then at Lowe's I found a can of cheap Valspar with a funky lid for about $5. Laden with loot I descended to the garage for a trying evening of experimentation, which would ultimately culminate in a long, drawn out post with lots of pics that showcased my poor photography and hamfisted painting skills. But...
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