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  1. ++Tyrant Guard++ one kit 2 very different units. how do they fair? dakka and sheild. To compliment a list, or to build a list around? Will the beta rules affect your list(s)? And at what points restrictions? What size unit? Will you be running multiple units? What Enhancements, Hyper Adaptations and Stratagems do you prefer and how much does it depend on the above choices? Are you buffing this unit? If so, how
  2. Hopefully the title doesn't constitute clickbait. I was browsing dakkadakka.com after running out of threads to read here, and I found a particular thread relevant to my slightly alseep Adepta Sororitas leanings and I was interested in your thoughts. Summary picture for those who'd rather avoid dakkadakka.com: Order (Majoris) of the day: nomnomnom or Warzone Ophelia in the future?
  3. So looking to start a new army for my first attempt at tournament play, been playing 40k for over 10 years but want something with some 'teeth' Here's what I came up with: Battalion Detachment Warlord- Brood Lord: Monstrous rending claws: 162pts (Norn Crown) The Swarm Lord: 300pts Tyrannocyte: 5 deathspitters: 123pts Winged Hive Tyrant: two pairs of monstrous scything talons: 200pts 20 genestealers: rending claws and 5 acid maws: 240pts 20 genestealers: rending claws and 5 acid maws: 240pts 20 genestealers: rending claws and 5 acid maws: 240pts Patrol Detachment Old One Eye: 200pts 3 rippers: 33pts Screamer killer: spore cysts: 130pts Screamer killer: spore cysts: 130pts 1998pts total The cunning plan is that the swarmlord pods down, supported by a winged tyrant to ensure the most optimal turn one charges (whether it be winged tyrant into stormraven/other flier, or the swarmlord into pretty much anything else) after softening the target up with a few smites. Using the Kraken ability you should be joined by a swarm of stealers in their lines, and giving old one eye and his mates time to catch up if they can't make it to combat until turn two to mop up what's left (and if they can't at least they're at -1 to hit). As for the rippers? well they can hide off the board til turn three to camp an objective late game, or really whatever they want to do! (they're a bit of a tax to get my 4th Hq but I feel like they could clinch games occasionally, and if it's a killpoint game at least they're easily hidden!) I'm completely new to 'nids so any thoughts/tweaks greatfully received!
  4. So once again, for an army with mini-smite, I bring you yet another mini-batrep. Key Moment of the Game: + Early in the game, my Warlord, the GMNDK, is literally abandoned, on a suicide mission to distract the Hive Mind. He has withstood tons of phlem, acid, feces, projectiles of ANY description. But now he is surrounded by an angry Carnifex, and a Toxycrin. The end is near for this hero of Titan.... or is it? + Game: Maelstrom - Escalation - 2,0000 points. Tyranids: (guessing on a lot of this). Flyrant, 2 x Dakka fexes (95 points each?!?) 30 gaunts Tervigon 3 poison clouds dude with -1 to hit Nids aura. 1 giant thing with Tentacles that looks like it should be in an anime show 1 Mawloc 3 warriors 3 Hive guard 3 Zoanthropes 1 Broodlord 10 Genestealers 1 Deathleaper 1Mawloc (deepstrike) 2 units of 3-4 Raveners? (deep strike) 2 units of 3 spore mines (deep strike) Grey Knights: Voldus GMNDK 3 x 5 strikes 5 Purifiers 1 Apothecary 5 Interceptors 1 Doomglaive Dread Stormraven ------- Greyfax Acolyte Culexus Eversor Here's what my forces look like. Sorry for the WIP's! I'm scared to finish painting any 'new' GK until I see the Chapter Approved in case they make any changes to the (largely unused) close combat weapons. Also after selling my old GK army, I am still painting my new Stormraven... almost done though: Also waiting for Doomglaive in the mail... borrowing my Deathwatch Dread to proxy for now. + Grey Knights... Roll out. Assassins are ready to go, Purifiers are ready to test out their abilities in the new Stormraven.+ The Deployment is Vanguard.... so at an angle, corner vs corner. Here's the Nid Deployment: Early Game: + We both roll a 1 to go first, but since I have the +1 I get to go first. lol + I don't have a heck of a lot I can do. Since we are playing escalation, my single card on T1 is to defend an objective literally right in the middie of the swarm... the Emperor works in mysterious ways, but I prefer living to fight another day. + The Stormraven stays up in the sky and zooms over, my GMNDK joins him in the corner. This is to see if it's worth getting the Nids to move towards that edge, and see if I can poke any holes. T1 I also bring in one set of Strikes, and the assassins. What a mess.... I shoot and psychic attack a squad of Gaunts. It takes everything I have to kill 10 gaunts (I don't want them reviving with the Tervigon). I do this for first blood as I figure this is going to be a very tough game for points.... Other than that my Stormraven and GMNDK do very, very little. They try to take on the threat to the Stormraven: the Hive Guard. But with -1 to hit almost the entire Nid army at this point, I can't really cause damage. End of my turn I score first blood, but I think I'll pay in blood... for that first blood. + Nids come take the bait on the GMNDK, but I may be in over my head. The Toxicryn? (big tentacle anime bug) waddles up, so do the 2 remaining Hive Guard, and 2 Dakka Fexes! Wow... it gets hot here. The GMNDK has Sanc up thank the Emperor so he only takes a couple of wounds, the Stormraven takes one as well. BUT on the left flank of the table my first blood would put my assassins and Strikes in danger.... + Here we go... Flyrant, Broodlord, Genestealers... they're all tripping over themselves to get at the Strike Squad and 2 Assassins. Isn't this the Deathwatch's job? When's the next bus to Titan coming? + + A super weird moment here... the Genestealers have 3 D6, pick the highest (Kracken) and assault. So they easily make it. The Broodlord is a bit stuck behind the Flyrant, and the Genestealers easily make it in, but somehow I don't lose a dude... seriously... not a one. I made 487 saves in this close combat... or at least that's what they'll hear on Titan. The Eversor, and Culexus hit back hard, but the 3 remaining Strikes completely whiff.... they have apparently filled their boots with 'fear'. + Something new... my opponent's first time with new nids.He asks to go back to the ensuing close combat at try a Strategem.... we're both learning the new nids so I say go for it... it turns out on every death of a genestealer he rolls a D6 and on a 6 I suffer a mortal wound.... he kills the 3 Strikes, and puts 3 additional mortal wounds on the 2 Assassins! Wow. TURN 2-3: + I get lucky score 2 points in my zone... I still don't know what to do with the Flyer.... I zoom back to my zone and get away from the shooting Fexes, and leave the GMNDK to fend for him self... .basically he's screwed.... unless the Emperor chooses to spare him. + Back in my zone the amount of Psychic stuff he can do kind of blows me away... he stripped "Gate" off of a squad of Strikes, and I take a fair amount of Smite wounds, and he gets Catalyst off. My denial rolls suck and my Culexus is definitely in range, but it is having about a 20% success rate... The Broodlord annihilates the Eversor, and ties up the Culexus.... Unfortunately my opponent had his rules a bit off, and my Culexus would have been dead a long time ago, but survives til turn 5 (simply because he had the damage wrong for his wounds for the game.) + The Stormraven came, dropped every on off at the (Gene) pool and took off... The Purifiers get their chance to shine... or die. + + Now I have no choice, deep strikers are in, the Nids are pushing forward. Every one gets out and this is a total mess... The Purifiers get off Smite, but it's 3 wounds. I take 7 in return from the Mawloc with some assistance from the Flyrant, and they are wiped. I lose the Strike squad to 5 more Mortal wounds. Some of this is coming from the Mawloc (he rolled a 6 when he came up). + I see the Flyrant with his Psychics are getting really annoying, plus my -1 to hit is really hurting me here. I unloaded my ARMY on 10 Gaunts, and the Stormraven on the Deathleaper. I did no wounds to the Deathleaper, and killed 9 of 10 Gaunts. I decide to take the Lascannons to the Flyrant, and it passes 9 of 11 Catalyst saves from the Stormraven..unbelievable. Really all I can do is shoot up the small bugs. I can't seem to really damage the core of stuff behind his poison cloud, and psychics. + Remember when I left the GMNDK out to die on the right flank? Well.... he's got a goal here... to block off the Toxicryn from getting a point. + The GMNDK is down to 6 wounds and steals one point for me, but he's in trouble. He shoots down one Dakkafex, but a second one charges in as well as the Toxycrin. Getting off Sanctuary was HUGE here, the GM lives with 2 wounds, but hammers the poop out of the Toxycrin. I got pretty lucky here on my Invuln saves, and had to use a command point to keep him alive. So the GMNDK denies a point to the Nids here. + The GMNDK is my warlord, I've abandoned him, he's down to 1 WOUND, and he's all alone against the rest of the Nid core..... the Nids don't stand a chance. + + The push falters from the Nids a bit. The psychic stuff is still strong though. The Apothecary heals up Voldus, and the Doomglaive dread clears out all the deep strikers in shooting and CC. He advances on towards the Broodlord whom we have figured out his actual rules, and has now slain the Culexus without issue. + The Tervigon still lives, I but I think I killed the Flyrant here, and it was his last super mobile threat, but my Strikes are all dead from mortal wounds mostly ,and dakka shooting. The Interceptors were finished off by Mortal wounds. I still couldn't deny anything... UNLESS this is some cruel joke, I'm feeling like the Culexus is trolling me.... or is it Greyfax who will save the day??? + The GMNDK is really getting on the nerves of my Nid opponent. He's thrown a LOT of fire power at him. I get off Sanctuary on him, but it is cancelled by the Zoanthropes. This is not good... down to one wound, but the Zoanthropes get off WARP BLAST on a 11!!!111!! The GMNDK looks like his day is finally done... but off in the corner I hear the squeeling of an angry woman who hates all the psykers in this game.... Greyfax. She is within range of the Zoanthropes and adds 1 to her denials.... the old witch rolls a 12!!!! And saves the GMNDK! I thought this was absurd, but my opponent was livid. The GMNDK Just . Would. Not. Die. + Angry beyond reason (I didn't think Nids had such emotions!) they throw a pile of low end Warrior shots at the GMNDK, he passes about 6 saves on a 2+. Finally the last Hive Guard fires, hits, wounds the GMNDK but he rolls a 6 for his invuln! Still... not... dying. END GAME: + I drew a claim objective 6, + Defend Objective 6 (earlier in the game) and I drew a card which forced my opponent to pick an objective and I had to get it (this was earlier too)... he picked objective 6. I mention this now because I've been waiting... waiting, and now is the time. Obviously Objective 6 is deep in my opponent's original deployment zone. So... I cross the table with the Stormraven, and Voldus would roll on gate, and BARELY pass (my +1 is negated by Shadow in the Warp) I Cannot have this denied so I use my last command point to re-roll one of the dice, and get an 11. + (Opposite side of table in Nid deployment zone:) Voldus Gates to the Objective 6. The Stormraven guards him from being shot, and an undying hero of Titan, on one wound, in a Nemesis Dreadknight, still refuses to die. + + Bottom of Turn 5, the Nid player cannot do anything about Voldus, and the Stormraven isn't worth anything. So he wildly plops off anything he can at the GMNDK, and he passes all his saves, and continues to hang on to a thread of life. + With Voldus' last turn Gate, and the heroics of the GMNDK, the GK pick up 5 points to win the game 12 to 9. A crazy finish.... ridiculous in fact. Although I felt the Nids were very potent, my opponent seemed to disagree. He feels I have 2-3 unkillable models every game. I felt I hung on by sheer luck, and a bit of bad luck on his part. There was a time, at about end of T2 where I felt so violated by the sheer volume of mortal wounds I took... I couldn't believe it. Also his Psychic phase is solid, and just having normal smite on 5-6 units seemed MUCH more potent than having 7 units that are throwing baby smite. Luckily the Culexus worked on about 25% of those smites he threw. (I had so much trouble denying anything until the last turn super Warp Blast deny by Greyfax on a 12!) I thought it was a crazy close game, and my opponent felt the nids were underwhelming. I reminded him that it was his first game with the new dex. But he feels confident he played the army to maximum efficiency and his long history with the nids makes up for the new codex learning curve... so he left the game perhaps feeling a little underwhelmed with the new codex. Of course me having my typical finish of having under 6 models on the table is always hair raising.But it's how Titan rolls! I had a blast.
  5. Yeah that's partly it too. On that note, is there any kind of Tyranid build emerging? Everyone was hyping them prior to release, but I haven't seen much impact since.
  6. So I'm a bit strapped for time and I'll try to get this done in a reasonable fashion with some pics. First up, I apologize for so many unpainted figs. In my batreps I really prefer more painted stuff but I've had a few people actually ask me to do some of my DG games up as batreps. Secondly a shot from the heat of the moment.... bodies are flying, and Genestealers are turning into Poxwalkers, while Poxwalkers are being consumed for Genestealers... it's a bloody mess, yet one particularly stinky champion stands out amongst the carnage.... +++ Typhus stands amongst the carnage. The smell would kill a horse... or make a plaguebearer smile. Take your pick. The Nids have poured their chaff into the fire, but now Old One Eye enters the fold, backed by a Hive Tyrant and a Dakka-Fex. Can the Poxwalkers hold? Will Typhus cut the Nids down? All to answer the question: Which stinky force is more desperately in need of some Old Spice? +++ The Game: - 2,000 pts Maelstrom. It's a new one where you MUST complete your 3 cards by the beginning of your turn as all cards are discarded. This feels like a disadvantage to such a slow moving army such as mine. - Deployment is in opposing quarters with a no man's land in the middle (18" bubble) - My Army: Typhus 20 Poxwalkers Lord in termie armour with Combi Plasma (Warlord - re-roll Plague weapon aura) 5 Blightlord Termies 1 combi plasma, one flail, one Blightlauncher 2 squads of Plague Marines 10 Cultists Plaguecaster 1 Plague Crawler 1 squad of 3 Myphitic Blight Drones 1 Foul Blightspawn 1 Tallyman 1 Plague Surgeon 1 Blightbringer. Nids: Flyrant 2 x Dakka fex Broodlord 2 x 14 genestealers 4 Zoanthropes + the character Zoanthrope dude 3 Hive Guard 3 shooty warriors Old One Eye Drop Pod w/ a big bug with a mega flamer 3 Venomthropes... can't get enough of these guys! First turns: - This is the first time I have the +1 to my roll, and I actually have a tie/win on the roll off. I don't think first turn is too particularly important for me in this one aside from moving to objectives. - He's clumped up, I'm clumped up.... there's not a lot I can do with some line of sight blocking terrain, it looks like I have to stay away from his Hive Guard since they ignore cover (negating Blight drones), and have indirect fire. I keep my Plagueburst Crawler out of his range though in case I need to do some damage. +++ Deployment. Stinky clump of dudes vs stinky clump of bugs. +++ - with first turn I chuck out some Melta/Krak missiles from the Blight Haulers. They do very little because they are hitting pretty much everything on 4's. About the only thing that really goes off is my psychic phase. I buff the Poxwalkers with toughness, and get Miasma off on the Poxwalkers. I blow a CP on Walking Dead, and push up the Cultists of course. The Plague Crawler gives some good indirect shots to a dakka fex to start working him over...Everything pushes up, and I get only one point for an objective I happen to be sitting on. - The Nid turn is far more dyanmic.... everyting rushes forward with the venomthropes super cloud. - A Pod drops in on an objective with the super flamer Nid rolling out of it. Genestealers ultimately push forward hard and some of the Dakka Fexes make themselves visible. - To my surprise the Nids hold back the Zoanthropes, the Hive Guard and the Warriors. Everything else is making a break for the edges of the ruins in the center of the board: +++ Genestealers come crashing in.... the plague marines are waiting for it.. Typhus relishes it. The poxwalkers fill their pants. +++ - The buffed Poxwalkers do attract firepower. A good volume of it is wasted on them which I kind of hoped for. I think the Nids realized this wasted potential and started throwing shots on the Cultists... which turned into Poxwalkers... all according to plan! - His psychics were limited to buffing running/shooting units. He had a mix of two different rules so he could reroll charges on his shooty units.... then something really goes against me.... I'm hoping this will be a game I get some real use out of the Foul Blightspawn but no...He gets off a psychic power that says my units must fight after his are done. Brutal. So it negates Foul Blightspawn entirely. - The good news is the Cultists die rapidly, and he doesn't know what to do with my growing numbers of Poxwalkers... does he engage them? does he ignore them? - He does some good damage, gets first blood, and an Objective. Nids are up 2 to 1. Turn 2: - Somewhat a repeat of T1, except the Poxwalkers with Tallyman in effect absolutely tear into the Genestealers. It's shocking really. Even the Broodlord is overtaken. All of these absorb into Poxwalkers. Hey they were once humans, turned into Genestealers... now turned into Zombies. Works for me! - I hold my Lord and Blightlord termies in reserve still. They just don't have great targets without sacrificing themselves, and I have no objectives in my opponent's zone worth getting. (I also don't want to deepstrike them too deep near all those Zoanthropes and Hive Guard.) - I think the assaults surprised him.. .they surprised me. - His heavy flamer bug in the pod was trying to snag 2 points for a 'Defend'. That plus the fact it was an infantry muncher kind of scared me, so I poured the Blight Haulers, the Plague Burst crawler and some desperate last shots to get the thing to die... it took a LOT of firepower, but it went down. - Our Assaults continued like T1 I came out ahead, now he was surprised. - In his turn he draws an objective on my Right Flank. He can't get to it on the ground so he deepstrikes the Flyrant and although he subjects himself to quite a range of firepower, it's a resilient bug. - He puts a lot into my Blight Haulers and one goes down. This greatly impedes their shooting. I have no re-roll aura around. T3 is looking to be a big one.... Turn 3: And here we are, back to the first shot of the game.... +++ Young Two Eyes wasn't available... so they sent in Old One Eye. Typhus cares not, but he is flanked on both sides by Dakkafexes, Old One Eye, and a Flyrant just dropped in. +++ - The Flyrant had good dakka, and I can see both Dakka fexes are going to wreck me. The high volume of firepower combined, is mulching my infantry. I'm VERY lucky I had Vitality running on the poxwalkers to make it harder... but that goes downhill at this point.... the Tyranids deny two of my powers. No more Miasma, no more +1 S and +1 T. Getting Blades off is huge on my Poxwalkers though. - I have to get the Flyrant down first. He's sitting near an objective I need... I also need big game hunter, but my issue is I'm having trouble doing damage to all these Toughness 7 units! The Plasma isn't helping much, and the Blight Launchers are putting little dents in. - I decide to call in the Termie Lord and Blightlord Termies! +++ Termies to the rescue! Overcharge plasma to save the day? Or overcharge plasma to melt my own dudes? +++ - So this is the game I swap out melta for plasma on my termies and I'm starting to regret it. I overcharge everything and roll a lot of 1's. This scares me, but I get lucky and no 1's turn up on the re-rolls. But with the Flyrant's 4 ++ invuln, I'm hard pressed to get a shot through, so the only wounds that do count happen to only cause 2 Damage. I end up pouring a LOT into the Hive Tyrant. and I realize the 4++ save is just making this a wasted effort with plasma. I get off a few Plague Crawler shots and luckily I get a 5 damage wound through thanks to a CP re-roll (he finally failed a 4++). But he had 6 up feel no pain and saved 2 of them. - I put a lot of wounds on his Dakka Fex on that same flank using my remaining Blight Haulers. Believe it or not I had a lot of low AP wounds on him to finish him off... 11 wounds. The Dakkafex saved 10 of them! WOW. He just went down. - Without being able to do much to the Flyrant I had to assault... I made a 10" charge but that 4++ held through. I felt like I was now in big trouble. I also couldn't do anything about Old One Eye and more big bugs were rounding the corner. - All said I did well in points and took a good lead. Going into bottom of Turn 3, my opponent did not feel great about his chances because he was down to his big bugs, but I insisted he had a chance... Turn 3 Nids: - It's about time he moved his Zoanthropes up and sure enough the 'super smite' hurts like hell.... - The Hive Guard finally have some targets, he's mobilizing his reserves but I think it's too late for them. I feel lucky he left them back there so long. - His Hive Tyrant simply flies away from my Termies and starts pelting my Plague Marines. +++ All of the sudden with a Hive Tyrant in my backlines, I can't help but feel a great need for a melta gun right about now. +++ - The Hive tyrant almost blicks a 7 man squad of Plague Marines. - Old One eye starts wrecking face because my Psychic buffs were all denied. - The Venomthropes slink into the ruins so now my shooting is going to be further nerfed. - This turn of events puts the Nids tied with me... crazy stuff. Turn 4: - I have to be very smart this turn. I don't have enough left to make a huge push. I know Old One Eye is his Warlord, - The thing I wish I had a picture of is the Venomthropes in the ruins..... I have an epic moment with the Foul Bligh Spawn. He advances in the ruins, pulls the hose out of the Toilet on his back, and hoses the Venomthropes with true filth.... Strength 10 Filth! Now that's 'venom'..... The 3 Venomthropes take all 3 wounds which are 3 damage a piece.... just killing all 3 of them to finally get rid of the -1 to hit!!!! Huge moment. - I lob some indirect on the Zoanthropes killing one, bringing their numbers to 3 and reducing the super smite ability. +++ A flock of brain bugs... just floating casually in the background (thankfully they stayed too far back to have any real effect until late game). +++ - I've had it with the Flyrant, but he's down to one wound so I throw 11 wounds from various stuff at him in a volley... (not to be confused with the 11 wounds from the previous turn) ... he saves ALL of them. So I overcharge plasma on my Warlord Terminator, roll a 1, re-roll a... 1!!!! I've killed myself, surrendering Slay the Warlord, and give the Nids a 1 point lead! Damn Papa Nurgle is fickle sometimes. - Old One Eye is his warlord, and I also need another large target for a card, he'll do fine...so Typhus runs in and guts him... thankfully buying me some time on that flank. - I get a few points out of all of this and take a good lead, even with the misfortune of my Warlord. - Nids Turn 4 is looking pretty bleak. He can't draw cards that give him anything 'easy' and he doesn't have the model count. We play through the turn but he can't make up the deficit and we call it in turn 5... a Death Guard victory. Conclusion: - I really missed melta in this one. I know everyone is a fan of Plasma on Termies... I just don't know. - I miss having two Plague Crawlers. One is just a little hard to take advantage of. - Poxwalkers probably had their best game here.... they were insane and I think they truly shocked both of us. With Tallyman they were a force to be reckoned with for once (they usually get shot up before they ever have an effect in game.) - Typhus the more I need him, the more trouble I'm in. He only saw action once, but it was brutal. - At first the Foul Blightspawn seemed like he wasn't going to have any effect with that crazy psychic power making me go last.... but then his one toilet spurt event on the Venomthropes was truly epic... that may have changed the game (I cut out all the misses I had firing at stuff in that bloody cloud). - The Nid Flyrant absorbed a ton of plasma. So did the Carnifexes. This caused me to heavily rely on the Blight Haulers and Plague Burst Crawler for heavy duty firepower. - The Blight Haulers had me rolling 2+ on Plague marines. That was nice.... really nice at times. But their shooting stunk once they shrunk down to 2 dudes. I hope you enjoyed this. Thanks for checking it out!
  7. So from Valrak's thread in NRBA we have the rumoured new things for nids, coming with 10th edition: New Hormagaunts Vemon Crawler type Nid unit. New Screamer Killer Karnifex. New Lictors Winged Warrior. New Biovores Plastic Spore Mines and Chunky Norm Emissary (Beefed up Zoan Throat) Some of these are clearly in the pipeline, some are more dubious, but Valrak seems to have a decent accuracy for rumours over the last couple of years. No idea what the We also had the following suggestions for a 10th ed set last year: 10th Ed starters feature Blood Angels and Tyranids: jump death company; captain; sanguinary priest broodlord, zoanthrope macrofex, hypergants, 10th ed releases: Upgrade sprue Tyranids: -Macrofex Old Eye (macrofex size) Hypergant swarms (105mm base) -New genestealers -New hormaguants Existing resin/metal models that need replacing: Biovore pyrovore lictor Deathleaper Spore mines Red terror So the items that are common to both rumours, or are rumoured and have a finecast kit that needs replacing are (more likely) are: A larger carnifex, that might be old one eye, or a screamer killer, or make both. New hormagaunts Some new Zoanthrope thing - might be a character/base model like Doom of Malantai/Norn Emissary Biovore/Pyrovore kit Lictor/Deathleaper Sporemines Only featured in one set of rumours (less likely) are: Hypergants New Stealers Vemon Crawler type Nid unit. Winged Warrior. So the above rumour would corroborate the removal of the last finecast kits, if we got a biovore/pyrovore, then lictor deathleaper hybrid kits. These are all pretty exciting on their own, I might switch back to nids as my main for 10th!
  8. hello peoples..... alas i have thought up an interesting list to combat a basic space marine list consisting of minimum squads of 3+ dudes not only list but lists because of magnetized models *mm here we go list the first: 748 pts - swarmlord - 270 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w fleshborers*mm - 60 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the second: 747 pts - swarmlord - 270 - termagants (12) w fleshborers*mm - 60 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the third: 750 pts - broodlord*mm - 125 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fourth: 750 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fifth: 749 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon & bio enhancements (toxin sacs & adrenal glands*mm) - 117 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 list the sixth: 746 pts - tyranid prime w (boneswords, deathspitter*mm) - 84 - genestealers (8)*mm - 120 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 yes event the toxin sacs and adrenal glands will be magnetized because i am huge on WYSIWYG; 1/16 rare earth magnets are cool even the 3 rippers per base will be magnetized so that when they die they can be removed from the game now my enemy the space marines can either deploy using a drop pod or not three ways in fact because a - all deploy together as an impossible amount of wounds no matter how you look at it b - deploy as a gun line in two different fire base groups separated by a good bit c - drop pod unit or units + main fire base however they deploy, space marines are very dangerous when tyranids choose to assault them while they are at full strength due to rapid fire rules.... perhaps showing up turn one eliminates the AP-1 tactical doctrine stuff.... anyways using magnets and a few units i can deploy 6 different types of tyranid patrols they are the weaker army in fact so they either need a plus whatever in army point value increase or house rule(s) to make them more competitive.... perhaps.... these lists are based on purchasing the following sets: - hive tyrant box set, where the leftover bits from the swarmlord set can be used with the broodlord to make a tyranid prime - tyranid starter set, where the broodlord is magnetized to become the tyranid prime - termagant set, where they are all magnetized with either 12 fleshborers or 12 devourers - the red terror - warrior box set - ravener box set maybe more rippers along the way.... anyways cheers and my only recommendation to you for list building is this dual purpose cheers
  9. AKA: How I learned to stop worrying and love the drybrush AKA: Ambitious but rubbish AKA: Lore is more what you call guidelines than actual rules AKA: Paint it any colour as long as it's black AKA: An idea isn't a project log Disclaimer: This is a General 40k log. I can't see myself sticking with one project for too long at the moment. This will be strange. I'll try and stay visually friendly to the 40k universe, but I will bend the lore as required for my projects. After 15-16 years in the hobby I think I'm entitled to! Think surreal stuff and mixed IP, mostly using GW models. I favour tabletop standard models with a weathered style, no pro painted eye candy here, sorry! I'm currently working on a Space Hulk Genestealer Kill Team and (non Space Hulk!) Kill Team Board/Terrain. I've been busy over the last couple of months. I wanted to start Kill Team with a friend in time for the UK COVID re-opening this week. Dithering with colour schemes and hay-fever fatigue has made me miss the deadline. I'm nearly there though! Test model and test base: I have to find every way not to paint something before I can decide on a colour scheme. After trying a few things with the unused half of the Genestealers I circled back to my original idea of Xenomorph style Genestealers in a very under highlighted style. It's just Chaos Black liberally sprayed on with an all over dry brush of Scavenblight Dinge followed by an all over wash of Seraphim Sepia, which is my new favourite magic wash (Move over Agrax!) I've never been a big nids fan, but I was worried I would never finish my kill team if I went for my usual default of elaborately kitbashed guard regiments or Inqusition warbands. It also seemed fun to play non Imperial with my 40k newbie friend picking Wolves... I've had the 2014 Space Hulk box for a while (Since 2014) and the Hive Mind Started calling to me. Even I could manage to paint 9 monopose Genstealers right? Being monopose models the main challenge during the build was the basing. A good number of the Space Hulk Genies have amazing bits of er, space hulk moulded onto them. I wanted to retain that, but also make the starship parts seem like a plausible part of the base rather than just stuck on. I have some necromunda/industrial bases but It was hard to make the Space Hulk bits blend in. The largest ones didn't quite fit on 40mm bases so I've obtained some 50mm bases, probably the only innovation from Centurions I approve of . In my day you had 25mm slot bases for troops, 40mm for terminators and 60mm for dreadnoughts (and your kid brother with his WFB had square bases). Now days every man and his dog has a custom base size... In the end I used a mix of sand and chopped up sprue to make fine rubble. After becoming more environmentally concious this year I've decided to stop throwing away used sprues (with no option for recycling them in the UK), and use them for basing or scratch builds. I'm planning to top it with an Ice and Snow wash from precision Ice and Snow. So why haven't I finished 9 models in 2 months? The truth? I spent over a month doing a little bit of de mould lining each evening and not much else. I then decided to start the Kill Team terrain as a parallel project, which is a terrible idea! A great secret I learned from a WHC podcast was that the Kill Team battlefield is a similar size to a standard noticeboard size available in the UK. I already had a cork notice board with only 1cm larger dimensions so I used it to create: Crossroads! I chose to make the road a central feature because thought it would be versatile. Add buildings by the road and you have a small city of death. Add some low rise terrain and the same board becomes a rural battlefield. I got the cork sheet from a cork map of the world I no longer needed and used DIY sharp sand. The areas outside the road are deliberately under detailed so the board is more modular with removable terrain and easier to store. WIP and rather good value laser cut buildings from TC combat: I wanted some more ancient ruins rather than the usual bombed out wasteland, so it was always going to be grass or desert on the board rather than the usual grey or scrapyard vibes you see for 40k. In a bit of a marmite decision I chose a 'Summer Flowers' static grass blend from a model railway provider. My first thought was to use dead grass blends, but to do that realistically would have increased the complexity and time budget. In the end I wanted something that wouldn't depress me to look at in these challenging times and something that's certainly different. The road was painted with art shop greys to save money (which I then wasted by using about
  10. Got a match in over the Holidays and was very excited to tryout a Behemoth build with a full unit of Melee Warriors. Another great match that was very back and forth, which for me, I wouldn't have any other way! Hope you all had a great holiday and got a chance to get some hobby time in. I'm working on a narrative campaign that will provide a switch of the style of games we showcase and also give a exciting story to follow along with. Tyranids Vs Salamanders Matched Play 2000 Pts
  11. Hello! Had a game with a friend who doesn't enjoy the basic matched system of 9th, so we whipped up a little narrative blast instead. Glacer's Creek, aka Rorke's Drift from the19th century Zulu wars, is a delightful classic and seemed a good fit for the amount of miniatures we had at hand. The core of the scenario is simple: 1000 points of defenders sit in a hastily fortified location, in this case a remote bio-research facility, trying to survive 3-5 waves of varying enemies coming to get them. If half of the attacking models die, a wave ends. Defender's casualties are rolled for between the rounds, they can either die, return to the ranks with a band-aid or get put in a makeshift hospital to see if they can be patched up later. Should there be any defenders left at the end of the final wave, they win. With that in mind, let us set the scene! The Battle for the Bio-Labs At the distant backwaters of the galaxy, there exists a diminutive, discreet shadow empire ruled by their post-human Astartes overlords. Calling themselves the Echoes of Eisenstein, these marines consider themselves the true heirs of the XIV Legiones Astartes, the Unbroken Blades who never fell to the fell embrace of the Plaguefather. Though loyal to the cause of humanity, the millenia have not been kind and by the 41st millenium, their lot is that of open secession in all but name as far as the Imperium is concerned. Dour and stoic as ever before, the Death Guard however take this in stride and carry on with their clandestine wars. Bitter is the hate festering in them, seeing how the rotting Imperium they were made to protect slowly crumbles into further insanity and self-destruction as it ever pushes them further away, but for which they must still take up their arms and die if there should ever be a better tomorrow. Their bloated, fallen kin in the darkness of the Eye stand as an unforgivable example of what awaits, should they ever again become so lofty as to think nothing of the little people sheltering behind their might. Even if there is no hope, only slow decay and eventual collapse of it all, there is no despair and struggle, no such humiliation by the words of their erstwhile allies, that they won't endure to keep the unthinkable dream alive. The futility of it all is grimly amusing for their warriors, almost a point of pride even. In one of their many secret holdings, Captain-Commander Erasmus and his terminator guard have come to meet the apothecary doctor running an important gene-engineering project. Situation around the planet has become increasingly dire with alien lifeforms making planetfall, requiring immediate bolstering of existing facilities. Abruptly, the radars start screaming. There is no time, the xenos are already here. Barrels and crates are thrown to makeshift barricades as men scramble to firing positions. "Prepare the labs! I will stop them here!" Erasmus growls. Meanwhile, in the falling dusk, the alien monsters creep closer... The first, exploratory wave is quickly cut down in a storm of bolter fire. Though the xenos are pushed back, a rampaging carnifex manages to down one of the terminators and couple of lesser men. The second wave takes a suicidal charge from one of the terminator teams sallying out of the facility to break, but is likewise thrown back in tatters in short order. While the Doc manages to patch some of the terminator brethren back on their feet, the approaching third wave thunders closer with much more force. Hulking monsters and massed smaller nightmares scitter on the dunes and charge forwards from the darkness. As fighting heats up on the trash heap side, at the other side the second terminator squad sallies forwards under covering fire from the rooftops to take the fight to the enemy, crushing raveners, rippers, gants and the heavier fire support beasts as they charge over. While that side gets taken care of, the central square is overran. The few terminators there cannot hold against the psionic might of the leader beasts and get mopped up by 'stealers in rapid succession. The auxiliaries don't fare much better and are unceremoniously cut down.
  12. Got a match in with a classic opponent of mine, the Salamanders! Always a great time when the sons of Vulkan throw down with my Tyranids. Was nice to have them back on the channel after a long break from this pairing. With this, I had to bust out Old One Eye as its been too long since he has seen the table for me. Enjoy, Tyranids Vs Salamanders 2000 Pts Retrieval Mission
  13. Hey everyone, we are back for another Battle Report. Just in time to kick off your Saturday morning with another rematch with the Tyranids and Salamanders. This time I brought a Prime/Warrior centered list. I planb on building upon the list and seeing how a Levi list compares to running them as Jormy. The Salamanders tryout a Intercessor heavy force to put a stop to their biomass consuming rivals. I also am working on a bit of a different format for the report. This time we recap at the end of movement, psychic/shooting, and then at the end of the turn. I apologize if it was a bit choppy at first, but we are working on smoothing out the format. Please leave a comment and let us know what you thought about the battle. Tyranids Vs Salamanders 2000 Pts The Scouring
  14. We're back for a rematch! I switched up my list to tryout a Leviathan list using a dual Acid Fex. Fixed up some camera issues so it is much more clear and easier to follow along with. Please let me know what you think, and a subscribe would mean a lot! Lastly, if you notice any rule errors, please let us know. Still learning and always looking to make sure we are improving. Tyranids Vs Salamanders 1500 Pts Scorched Earth Mission
  15. Hey everyone, we are back for another report! This time we upped the points to 2000 and are using the new board dimensions. This was one of the closest matches we have had on the channel. Let me know what you think and I would really appreciate it if you dropped a sub. Tyranids Vs Salamanders 2000 Pts Eternal War: Vital Intelligence
  16. The Tyranid and Salamander clash rages on! The Leviathan fleet receives reinforcements from a Kronos Patrol while the Salamanders reorganize and change up their force to take the Tyranids down once and for all. I've added in army lists to the video and video description. Still working on getting the CP/VP overlays added in, but hopefully it will be done too. There were some minor audio issues with my opponent due to my camera mic not having good range. Will work on moving closer to improve the audio between both of us. Appreciate your support in watching. Please subscribe and leave a comment if you enjoyed the report. See you in the next video. Tyranids Vs Salamanders 1500 Pts Front-line Warfare Mission
  17. Hey all, Was speaking to a mate the other day about Proxy armies and i came up with the idea of a Tyranids army but using plants as a replacement... the spirit/idea of it is based on the Book/tv series/movie "The Day of the Triffids". the story is (loosely for those to young etc ) A meteor shower rains down on earth blah blah the next day due to the effects from the lights everyone is blinded except for our hero of the story who was recovering from eye surgery from a triffid encounter- triffids sorta spit a toxin at your face that blinds you if I recall correctly (he had bandages over his eyes the night of the shower) and all these plants are rising up and killing humans that come near them (blindly stumbling into them ... ) Anyways that's the basis of the idea... these plants are kinda like nids that come to a planet and swarm it and take over.... I was wondering what lines of GW models ( I know they're wont be many at all...) could be used i was thinking sylvaneth type models and some 3rd party foliage (those new fish tank fluro plants everyone is using as basing materials nowadays come to mind, also GW terrain tree's etc... I was going to use specific plant type models to represent specific Tyranid species like - Dryads would be genestealers, tree lords would be trygons,Carnifexes or swarmlords etc … you get the idea.. asking for idea's that Tyranid players might have on certain units etc... it's a funsies army that I might look into building way down the track. Cheers, Mithril
  18. so i have this idea that i was wondering what yous alls thinks abouts this because i dont have CA2019 yet i cant accurately figure out how many points this would be if i just want base base base equipment to start my army theme is the following - shooty, punchy, deep strike, psycher, wounds - all units must be dual purpose (as in must be able to deploy the army various ways) - no flying or wing a ding dragons - use tunneling advantages for better than Troops selection (better toughness) Jormungandr Brigade Alittlebit (a-little-bit); because they are small.... - the enemy below (-1CP); allows for the Hive Guard (3) to tunnel with the Trygon - Mawloc has 1" deepstrike accompanying the above units - all units are non flying therefore have the benefit of cover (+1 save) for the purpose of shooting attacks (just dont advance or charge) HQ - Swarmlord T7, W12, INV, PSY2, SYN HQ - Tervigon T8, W14, PSY1, SYN, +10 termagants/turn, not spearheading the attack HQ - Hive Tyrant T7, W12, PSY2, SYN E - Maleceptor T7, W12, PSY2, SYN - 7 PSY a turn.... Catalyst 5++ times 7.... on 6 monsters with no INV save if none deep strike.... E - Haruspex T8, W13, punchy H - Exocrine T8, W12, shooty H - Tyrannofex T8, W14, punchy H - Toxicrene T7, W12, shooty and punchy H - Mawloc T6, W12, deep strike, punchy H - Trygon T6, W12, deep strike, shooty, punchy E - Hive Guard (3) with shockconnons T5, W9, deep strike with Trygon E - The Red Terror W6 E - Deathleaper W6 thats 2 extra Elite choices.... so lets forget Genestealers AND the Broodlord on a Tyranid list.... i know eh.... thanks to the internet i think i figured out the points changes to several units.... the HQ(3), Elites(5) and Heavy Support(5) come to 1910 pts.... the HQ(3), Elites(3) and Heavy Support(5) come to 1745 pts.... T(6) Termagants (10) with 3 devourers total; W40 - fan them out following the hoard preventing deep strike units - need troops to secure objectives, tervigon makes 10 per turn.... - if shot at they get a better save so thats good the entire Brigade of HQ(3), Troops(6), Elites(3) and Heavy Support (5) come to 1999 pts.... BEASTLY eh, Power Level 124 apparently...? HQ - 38W T - 60W E - 34W H - 62W TOTAL - 194 WOUNDS.... making 10 termagants a turn.... only 10 monsters at 12 Wounds or more.... shoot right at me toughness, better saves as they SLOWLY advance plus 63 Troop/Infantry units +30 Termagant reserves.... not a lot of models is that a balanced, 194 WOUND Brigade (+9CP) of beastly things for 1999 pts (PL 124) which will be so much fun to paint...? its like a ONE OF ALL THE MONSTERS LIST i can always not play an Elite or Heavy Support in this list and downgrade the selection point wise and add more Troops so this is always playable and can adapt easily; dual purpose i could paint that so fast guy.... did i just read that the MONSTERS are getting better in 9th edition.... not sure why i am not going to build and paint this army unless i am totally missing something here.... to get to 2500 i would get more troops; this would play better at 2500 i think 3000 i would bring 2 brigades....
  19. Soooo, been learning more about tyrandis by watching battle reports and whatnot but that is neither here nor there its all about how to paint these awesomely and relatively quickly so i have decided to use citadel contrast paints to get the effect from this actual bug need to use the following four shades for the scales - warp lightning (green) - leviadon blue - shyish purple - volupus pink and nazdreg yellow for their skin tomorrow i need to venture out and see if i can get these paints never used these before but i just watched this so how hard can it be here are the first four with their nifty same but smaller bases and yes, i am using a mixture of all weapons just because of the modelling and interestingness ill probably do 6 devourers / 3 fleshborers / 3 spinefists per box of 12 these dudes have a piece of the floor glued to their feet, so it works well with my basing also you need to heat up the tails; i just used a lighter and bent them so they were not all the same i hate having everything the same cheers
  20. Had a chance to get another batrep in yesterday. I introduced a new scoring recap at the end of each battle round. Please leave a comment if you enjoyed this new addition, or if you found it was hard to read. It is still a work in progress! The Salamanders face off against the Tyranids in our first Incursion match of 9th Edition and on the channel. With a smaller table size, the action was fast and intense. A great battle with some legendary moments made for a tight battle between these old foes. Tyranids Vs Salamanders 1000 Pts Crossfire (GT 2020)
  21. The Super Tyrant list returns with some slight modifications. I tried adding in a Mawloc and x2 Lictors into the list to see how they could perform with secondary objectives/distraction from my main force. The Salamanders force made some adjustments from the previous list and are looking to once and for all take down their Tyranid nemesis. Will they prevail?! Watch and find out. Stay tuned for the next battle report coming later this week as the Ultramarines make their return to the channel. Tyranids Vs Salamanders 2000 Pts Overrun (GT 2020)
  22. As much as it has consumed my reading for the past year and a half, I've still only scratched the surface of the Black Library's output. As my collection grows and shrinks, I've noticed my main focus is on Space Marines. I'd like to have at least 1 good book for each "faction" down the line, so I was wondering what people would recommend as reading for the main xenos races. That is, recommendations for Tau, Eldar, Tyranids, Necrons, and anything else you can think of. Working through Legends of the Dark Millenium: The Tau Empire at the moment, seems fine so far but nothing mind blowing. Anyone have an opinion on Fire Warrior?
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