Friday, March 8, 2013

Competitive Blood Angels in 6th Edition: part 2




Today we will discuss the Troop options of the BA codex

Assault Marine Squads

The basic unit that shapes the backbone of almost every BA list, Assault Squads are units that can be designed to fulfill a multitude of roles, and can be armed to be effective against almost everything. Personally, I think that AMS are one of the best troop choices available at any Space Marine codex, because of their relatively low cost, mobility and flexibility.

 An Assault squad can be built in so many ways that would require an article of its own, to describe in full detail. They most common forms encountered are:

Jump Pack Assault Squads.  Probably the most straightforward approach, this unit is almost always composed of  9 marines with 2 special weapons and a Sergeant . Their basic role is that of an all-around effective melee unit , that can pose a threat to any target. Although this unit seems to have lost a lot of its usefulness, they can still perform excellently  when properly supported. Divination and Priest bubble is the obvious choice, that takes this unit a level above all other MEQ’s.  You should opt to throw these guys into combat as soon as possible, but they will not respond well to a reckless player, which means that, in order to get the most out of these 10 guys, the player must  have a clear picture of just how durable this unit is, and how much damage it can cause.  They are still marines, which means that they will succumb to melee specialists and/ or die quickly by the enemy’s firepower.




 Their true power lies in their resilience and mobility, rather than raw power. Use that to avoid enemy assaults and reduce as much as possible all forms of incoming fire.

The reason why JAS have seen a decline in the frequency of their use, is because people believe that they will get shot to death before they get into combat, then receive more casualties from overwatch before assaulting, and on top of that, they would not be as effective in taking out units in melee as they used to.
Let’s see what JAS have actually lost , and what they have gained in the edition swift:

  •           Furious Charge, is probably the biggest nerf that BA received, and this affects JAS more than any other unit in the book. Against MEQ, it just increases the amount of damage that RAS are gonna take.
  •           Random Charge Lengh. Another addition that makes it a harder to get into combat. RCL is not outright bad ( after all, the average 2d6 roll is approx. 7 ), and while Jump packs allow some more control over this, it is a rare occation indeed when JP move is gonna get held back in favor of the assault move.
  •           FNP. Most people believe that FNP has been nerfed in 6th edition, but I disagree with this claim.  FNP no longer occurs on 4+, but instead on 5+, which means that its change of happening has dropped from 50% down to 33%. On the other hand, FNP has now become almost universal, protecting all units from low ap , power weapons and the like. For a melee oriented unit, this is of huge importance. What do most people use nowadays? Plasma guns, aka ap2 rapid fire weapons. And when a unit, let’s say, a tactical squad is firing at a JAS, the plasma is the weapon that is expected to cause casualties. Bolter shots are classified as “ massed firepower”, and although your assault squad will succumb to the volume of shots,  they are cheap enough to make this event look negligible. What I am trying to say here is that, FNP is no longer a barrier that halves incoming damage from massed firepower, but instead a universal safeguard that offers a more complete protection. Not to mention how handy it is against power and rending weapons in CC.
  •       Hammer of Wrath.  Another new addition, although not of great importance,  as it is a rare occasion indeed, when Jump Packs are not gonna be used for rapid movement, but it is good to have the option to do some additional damage anyway.
  •       Prescience. Perhaps the ultimate form of supportive buff, this power allows constant rerolls to hit, in both shooting and melee phases. JAS get an incredible boost from this power, as they get more lethal not only in melee , but also in the shooting phase while under it's influence. This effect goes on for the entire game turn, thus allowing many, many dice to be re-rolled!  Furthermore, when assaulting fearless hordes, prescience can make the difference and turn the tide of the combat in your favor. 
Considering all of the above, do you still think that 6th has been so hostile to our basic troop unit?  They will still get to charge very fast, they will probably receive shooting damage for only a couple of turns before they start their own good work. Overwatch, although somewhat important, will almost never do enough damage to a JAS ( 3+ save is very reliable ), and even with In4, what is the worst that can happen? Are you that much afraid of enemy marines with bolters? Even a GK Strike Squad is not to be feared when you are the one making the charge.

When it comes to weapon loadouts for a JAS,  they should always carry 2 special weapons ( Flamers or meltaguns  ), and the Sergeant should be armed with a power weapon , usually Axe.  Many people will say that further points  investment makes this squad more effective, by giving power fists,  lightning claws and/or stormshields to the sergeants , but I would advise you to be somewhat conservative in this matter. It is better to keep their points cost at a minimum,  and invest those points elsewhere, in other units that will support your squad, instead of spending those points on the squad herself.

Aside from their combat prowess,  JAS make very mobile objective holders. When played successfully, a squad with jump packs should be thrown into battle early, dish out as much damage as possible to the enemy, and finally, run to objectives during the final turns of the game.

Razorback Assault Squad
                This unit exchanges most of its cc potential for a razorback with a heavy weapon on discount.  A RAS is almost always composed of 5 guys with their transport, and the occasional special weapon. They will spend the majority of the game inside the razorback, in safety, and they don’t need any support at this role.  Their low cost and high durability make them great overall, but the changes brought by 6th edition have made them rather lose potential.

 Perhaps, the most important hit came from the new vehicle rules, which mean that mech lists are much less durable. Now that glancing hits can wreck vehicles and getting a penetrating hit means that your weapon will almost always be useless ( 50% chance of being useless for 1 turn and another 35% of being totally gone ),  reduce dramatically the overall performance of the Razorback. Worse yet,  5 marines were never posing a threat to anyone, but now that they can no longer charge after disembarking from their transport, while needing to be outside of it for objective claiming, makes them easy prey for the enemy.

 However, although the days of Razorspam are probably over, when used with moderation, and not as a core of a list, RAS can still perform well even in competitive levels.

Land raider and drop pod squads will be discussed in the Tactics section of this guide.


Tactical Squads
 The second best troop unit of the BA codex, tactical squads have seen a rise in popularity in the current metagame. The new transport rules favor them, rapid fire weapons are much more useful now, and shooting has become the prevalent source of damage.  Their uses and weapon loadouts are indeed many and varied, and depend on what role is assigned to each squad. Their points cost is also not that bad, and they get cheap heavy and special weapons.
However, my personal opinion is that, BA tacticals are outclassed by the majority of the rest of tactical marines available to other Marine codices.  For this reason, I would advise anyone who design lists with tactical marines, to go for allied units of tacticals. DA Tacticals, for example are better in every way, and cheaper too, SW Grey hunters are awesome value for their points, and since you can have access to them without any drawbacks ( aside from the necessary HQ choice ), why not do just that?
Of course, at the end of the day it all comes down to the kind of list you are trying to build, and If you can spare the points for 3-4 troop units.



Death Company
 Ah….the DC…isn’t it amazing, what can a new edition do for a unit? I think that, among the units that got boosted by the new USR,  Death company can probably claim the 1st place. Their most hindering flaw turned into an incredible boost, and the DC has become a superb lethal weapon , completely under the control of the player. What can I say about them? They are blessed with FNP, FC and relentless, have WS of 5 and can do as many as 5 attacks when charging…most HQ choices don’t get that many attacks you know. And all that power comes from a model of 20 points. A true bargain indeed.
 Still, it saddens me to see that DC have not taken the BA listbuilding by storm. The reason is quite obvious though, and it derives from their rather restricted mobility.

Of course, you can give them Jump packs, but if you were really considering this option, you wouldn’t be reading an article about “ competitive” gameplay, right? 15 points per JP is insane, and should be avoided at all times ( best reserved for games of 2.500 points or more ).

 As a result, in order to get the most out of the DC, another transport options should be considered.

Land raiders are perhaps the best solution, offering several other advantages ( which will be discussed later ), aside from transferring a lethal unit to its destination. The cost of a land raider, although high, is very much justified by the rewards given by the DC. So, if you can spare 250+ points , I would really advise you to go for  a Land raider.

 Drop Pods.  A more revolutionary approach, the drop pod provides good positioning at dirt cheap cost.  A DC that comes into play from a DP, will need to survive an enemy turn in order to start dealing serious damage, which means that they need support ( which can be provided rather easily by the BA force ), or else they won’t survive long.

DC Dreadnoughts
Although completely outclassed by Furiozos in every way,  DC dreads are not that bad. They are cheap and can still hurt horde armies. Can be put into drop pods and sent to the enemy ( but only as parts of the second wave, they have become too fragile to withstand the enemy’s full force reaction ), and help pick up any remains of the enemy, or can be embarked in Stormravens and being kept in there until late game.  Not very much of an awesome unit, but the fact that they are troops ( aka don’t occupy precious Elites or HS slots ) gives them some sort of utility.





Scouts
 There is not much to be said about scouts. Their main purpose is objective holding, and they are good at it. Should be usually considered after you have built the bulk of your list and you have some leftover points.

I was planning to add the Mech BA section to this part of the article, but this whole guide is getting lengthier than I expected.  As a result, Mech BA will be discussed in part 3.

That’s all for today,  thank you for your time.

Stefanos Kapetanakis, out.




Tuesday, March 5, 2013

Competitive Blood Angels in 6th Edition, Part 1


 Greetings fellow gamers!

February had been a very busy month for me, with all the mid-term exams and whatnot, and once again a lot of time has passed without any new posts… I should be ashamed of myself.

Anyways, today’s topic is dedicated to Blood Angels, and their competitive value in the dreadful 6th edition.
  It’s been already about 7-8 months since the dawn of the 6th, and as of today, I haven’t  been able to find a single satisfying  guide, analysis or tactica about the BA codex.  What’s  more,  there is no solid presence of BA in any grand tournament, nor any indication to encourage the claim that this army can perform adequately at competitive level.

  As a result, my only source of information derive from  various posts on forums, vague articles on blogs, and of course from the view of the majority of players.

Thus, using these rather  “crude” materials and without any solid facts to rely upon, I will attempt to write this article and share with you the results of my research, as well as the impression  that I have obtained from the Blood Angels Codex.

 To begin with, I will attempt to analyze some of the most popular BA units that are used nowadays:

Mephiston:

The first unit I would like to talk about Is Mephy, aka the mini Carnifex.   I see this guy being used all the time, being included in almost 60% of all BA lists I come across, as the sole HQ choice.
Personally, I am not a fan of Mephiston. I believe that in 6th edition he has lost a lot of his shine.

Specifically:

  •        Plasma has become the most common special weapon, and while it is a little harder for them to wound Mephiston ( when compared to meltaguns ),  the increased amount of shots that come from rapid fire mean that Mephy goes down faster. A lot faster. At least FNP can compensate somehow, but yet,  once he comes into contact with the enemy, he won’t survive very long.

  •         AP3 weapon. This is where 6th has truly hurt Mephiston.  He is supposed to be the unstoppable killing machine of the Imperium, yet his weapon cannot harm a mere Terminator.  As a result, the effectiveness of Mephy has gone down significantly. He no longer is an unstoppable train of brute force , but instead has become an overpriced light infantry killer. To add insult to injury, he no longer stands a chance in melee against most decent CC HQ characters,  as it has become very easy for the enemy to lock him into combat with a cheap character with 2+ save, who not only is almost impervious to any damage dealt from Mephiston, but some of them ( like Inquisitor Corteaz , or a humble Destroyer lord with SMW and MSS ) can best him in a single turn of assault!


  •            Lack of Independent Character and Fearless.  Yeah, I am not reinventing the wheel here, we all know how bad it hurts that Mephy cannot join squads.  In 6th edition, this flaw of him has become rather more gaping, making Mephiston unable to withstand any focused firepower. He is as easy as ever to be picked out and swiped by any semi-decent shooting unit, and far easier to get locked in combat against enemy units who are Fearless.

Thus,  the enemy now easily drown Mephiston into a sea of bodies or simply focus-kill  him in a turn of shooting. What’s more, with every new codex,  we see more artifacts, abilities or upgrades that affect  models or units. For Mephiston, the worst of them is certainly the Mindshackle Scarabs(MSS )upgrade, who has a profound  impact on him.

All things considered, Mephiston  apparently has a harder time on the table than he used to. However, most people would state that all of his shortcomings could be diminished when supported by the rest of the army. 

It is always possible to keep Mephiston hidden, inside transports , or under constant support from Sanguinary Priests, and at the same time, use his mobility to avoid infantry units with 2+ save.   In my opinion, this is just ineffective, to design a list that will support a unit whose points cost is supposed to guarantee that Mephiston can operate on his own and be all-around lethal.

His performance in my playtests was rather disappointing. Against an IG player, who runs a list full on plasma veterans and the now- ubiquitous vendettas, I was hiding Mephiston behind 2 land raiders. When the Vendettas came in, they shot down my land raider, and then his deep striking stormtroopers shot him to death with melta and plasma weapons. Similarly, against a Necron player, he did not manage to deal any damage at all, since he slaughtered himself after the MSS taunt. Not to mention how hindered he gets  when confronted by chaos Obliterator spam or killy Chaos Lords who carry black maces.

All things considered, my personal opinion is that Mephiston is not the beast  he used to be, and although he can still wreak havoc against certain lists, he can be easily get outplayed by those players who know how to deal with him ( which is easier that ever ). I believe that he falls into the category of " putting all your eggs in one basket", and I would refrain from using him in my lists at any given moment.


Stormraven:

Another very popular choice, Stormraven is considered by many to be one of the best flyers of the current metagame, combining durability with decent damage output.

 It is true, that SR is a very good flyer indeed, and perhaps the one who excels the most at taking down enemy flyers or other vehicles.  A twin-linked multi-melta with the skyfire rule is indeed a powerful tool, and the rest of the SR loadout has the potential to fulfill a multitude or roles, making the SR a true Jack of all Trades,

…and a master of none.  While it is a force to be reckoned with, the Stormraven requires a sum of points that most lists can ill-afford to pay. Don’t get me wrong here, 200 points is not much for a model that has the potential to change the course of the game, and I always reserve a spot for one in my builds,but the problem is, that sometimes one is just not enough.

      It is an undeniable fact, that flyers are , perhaps the most important element of the current metagame. Almost all IG players use 3 Vendettas, Orks max out their  FA slots with Dakkajets ,  Chaos Space Marines can also field 3 Heldrakes and Necrons can be expected to have 3-9 flyers in their list at any given moment.  In those situations, a sole Stormraven is certainly gonna lose the aerial superiority,  thus creating problems for the rest of the list.

 The only answer could be, a devastator Squad  with Prescience ( rather “meh” IMHO),  a quad gun and/ or another Stormraven or other allied Flyer.  However, for me , the question remains, whether Stormravens should be taken in pairs, solo or not at all.



Sanguinary Priests:

 When I started reading post and topics about BA in 6th, I was surprised to see that most people are reluctant to include Sanguinary priests in their lists. Of course, I can see the obvious reasons, with both FC and FNP getting nerfed, and characters being easier to get singled out in close combat, or even getting sniped ( in extreme situations )

Even though the changes to the USR were not kind to our priests,  it is my personal belief that they are still necessary  for the BA. With the exception of heavy mech lists and/or razorspam ( which are not very common in 6th ),  a single sanguinary priest can make a great difference in the game. In fact, the SP is the only thing that actually make BA units a bit better that the majority of other MEQ’s. Yes, even with FC, the enemy marines  still get to fight at the same initiative, and our assault squads are having a harder time to deal with cc oriented units, but still, I believe that this +1str bonus is always desirable, and combined with Prescience bonus, can change the course of an assault dramatically. FNP still offers an important boost to the survivability of our units, providing a somewhat decent defense against plasma weapons.  

 When all is said and done, sanguinary priests are there for  one reason only:  supporting other units. And for  50 points, I don’t think that takes a great sacrifice to have one of them in the list.

Corbulo

Speaking of priests, this article would not be complete without  a reference to this guy. . I had never considered using Corbulo  in my lists before, unti the moment I realized how  amazing he is. Not only he fulfill the role of buffer, but his  FNP (2+) on himself means that he can become a unique guardian for the squad he is attached to, shrugging of amazing loads of damage and increasing the potential of his squad tenfold. Furthermore, he grants a dice reroll per game, which allows for a plethora of applications which can save your day. In fact, the only disadvantage of Corbulo is his limited mobility, which means that most of the time he must be accompanied with transports. Othen than that, I believe that Corbulo belongs to the group of models that got a tremendous advantage in the 6th ed.


Furioso (FRAGiozo!) Dreadnought


While it has become common ground that Walkers are much less desirable currently, the mighty Furioso stands out as a significant exception. What if the Blood talons are ap3? What if Dreadnoughts are struggling to be effective in short range? The furiosos have found  a way to use the edition swift in the favor  and remain  useful and competitive. The answer, of course came from the Frag cannon, a weapon that  appears to be perfectly suited for the blobs of infantry that people use nowadays. Just  use a drop pod to throw it right in the heart of the enemy units and then proceed to incinerate everything in its path.
                I cannot stress enough the importance of Fragiosos  for the Blood Angel army. They have become one of the best units in the book, but we will talk more about their strategies and uses later on.


This concludes the 1st part of the BA tactica.  Stay tuned for part 2, coming soon!

 Thank you for your time,
Stefanos Kapetanakis, out.

Tuesday, January 29, 2013

An interesting notice on USR

Hello everyone

 Recently, I acquired a copy of the small BRB of the Dark Vengeance set, which, combined with the boredom of the exam season, gave me a good excuse to read again the new rules, more carefully this time.

 My first notice is about the Universal Special rules.

 In the Independent Character section, it says that " When an independent character joins a unit it might have different special rules from that unit" and those rules can be conferred to that unit ( and vice-versa ) only when specified by the special rules entry.

 At first, I was not impressed by this fact. My impression was that, more or less, only Fearless, Preferred enemy and the likes could be transferred to (and from) characters who join units. However, upon closer inspection, I realized that things are a bit different.

 So, here is a list of the 21(!) rules that follow the aforementioned fashion:

1. Adamantuim Will
2. Acute Senses
3. And They Shall Know no Fear
4. Counter Attack
5.Crusader
6. Fearless
7. Hit & Run
8. Infiltrate
9 Monster Hunter
10. Move through Cover
11.Night Vision
12.Outflank
13. Scout
14.Shrouded
15.Stealth
16. Skilled Rider
17. Slow and Purposeful
18. Split Fire
19. Stubborn
20. Tank Hunters
21. Zealot

  I think it is interesting how many rules share this flexibility. That's all for today, thank you for your time.


 Stefanos Kapetanakis, out.

Friday, January 25, 2013

Tyranids in 6th Edition: the Swarm Ascendant!


This is the 3rd and final part of the Tyranid Tactica Guide. Enjoy:


Hormagants

Now that genestealers have lost their glamour, and getting into combat has become much, much harder and much less rewarding, hormagants have stepped up their performance as affordable , expendable melee units.
 They only cost 6 points per model and deliver 3 attacks when charging. Having tervigons buffing them with FNP and fearless, and now you have a swarm that can prove itself a real frustration for your opponent.
 The real downside is that they are no longer getting any true bonus from their fleet rule, meaning that they are extremely slow and will probably take several turns of shooting before reaching the enemy.

Termagants

 Termagants have always been popular, and an almost mandatory option for the Tyranids.  If not for anything else , a unit of those guys would be included, to accompany a troop Tervigon. And while they are rather weak, and can do little damage without the assistance of larger beasts, they are not to be underestimated.


First of all, when compared to hormagants, termagants are overall a better option,  for the following reasons:

-          Termagants are cheaper, and move at the same speed as hormagants.
-          They have a shooting weapon ( very important )
-          They can be upgraded to carry better weapons and fill more roles .

In fact, while most players include termagants armed with fleshborers, a new, popular option is to arm 20 gants with devourers and put them in a spore.
 This combo provides 60 str4 shots at point blank. However, I am not too fond of this tactic , because of its tremendous cost. 10 points for a termagant is insane , especially considering how fast they die. For 10 points you could take 2 gants instead, and while the amount of firepower is still reduced, you double your models count.  I can’t tell for sure which option is the most successful , but I when it comes to tyranids  I would always choose quantity over quality.


Raveners

By far my favorite tyranid unit , and perhaps one of my favorite creatures , period. Raveners were always considered to be “ target practice units” for IG artillery and GK Psyflemen alike…and although this very painfully true,  I was always getting the impression that raveners performed  very well for me.  So ,let’s see their best  characteristics, under the scope of 6th edition:

-          -They cost only 35 points without any upgrades.
-         -3 wounds and 5 attacks on the charge, get to re-roll to hit rolls of 1’s.
-          - Beasts , which means that they move 12” and get to reroll their assault move roll, which in essence means that they get a charge move of 8-10 inches , statistically.

This makes their role quite obvious: they are the hunters of the swarm. Their role is to reach the enemy as fast as possible , becoming the center of attention and providing adequate time for the rest of the swarm to move up.
 Nowadays it is easier than ever to deal with raveners, thus making them a choice that you should rarely consider , but one that should definitely be in the back of your mind.

Gargoyles
  These guys perform in a similar way to Hormagants, although they seem to be better suited for the role of expendable assault unit.
 First of all , they are definitely faster than Hormagants.  They also carry fleshborers, which is an important detail, and finally they can use the Hammer of Wrath rule, and all that for the same point cost as a Hormagant.
 In fact, the only case where Hormas should be chosen instead of Gargoyles, is when you need more troops, which is rarely a problem for Tyranids anyway.
 Gargoyles can perform well in close combat. However, as  is the case with all of our  smaller creatures, they die very, very easily, thus making them unreliable , at best.



Biovores

These ugly creatures have become very popular recently. I see them in most tournament lists, and while I was puzzled at first, I finally understood why  they are so attractive.
 First of all , they are very cheap. For 45 points you get a guy with a large blast weapon that will do some damage against light infantry. And they reside in the Heavy Support section, so they get to compete with some “ titans “ of the 40k metagame, such as the Mawloc, the depressed Carnifex and the almost suicidal Tyranofex. Yeap, actually Biovores are somewhat useful after all.
 They come in a nice brood of 3, have a 48” assault , barrage, large blast weapon with a str and ap of 4… not bad for 45 points. And if they miss they target, their shot is not lost, but a unit of 3 spore mines appears…hopefully they enemy won’t escape their damage anyway.
Considering how many players choose to spam troops nowadays, biovores will probably do enough work to justify their points cost almost every time.


Trygons

 The last unit of this list , and probably one of the least effective anyway. Trygons are durable, leathal, fast moving units that could be easily be one of the best units of our codex. However,  as they stand now, they are still burdened by the same weaknesses they had since their release.  They have to deploy right in the face of the enemy, only to die fast to their low- ap weapons. Plasmas , meltas and lascannons cut through their flesh like a hot knife through butter, and even their 6 wounds and toughness can’t prolong their existence enough to allow them to reach the enemy and do their job. Unlike other suicide units , like genestealers,  raveners or Ymgarls , the Trygon is too expensive to fulfill that role. Besides, Trygons are of no use against flyers and he Overwatch rule is more painful to them that it is for most other units.  A great shame, because  its rules, concept and miniature model are all beautiful.





 That concludes my list of the best Tyranid units in 6th edition. However, no guide is complete without an explanation of how the various units of our codex work.  The rest of this article will be a short tactica of an exemplary list.

 To begin with , let’s see how a Tyranid tournament list looks like:

HQ
Hive Tyrant with Wings, 2 sets of Twin-linked Devourers ( BW), Leech Essence, Paroxysm , Old Adversary- 285pts
Hive Tyrant with Wings, 2 sets of Twin-linked Devourers ( BW), Leech Essence, Paroxysm,- 260pts

ELITES
Hive Guards x 2- 100pts
Hive Guards x 2-100pts
Zoanthropes x 3-180 pts

TROOPS
Tervigon with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195
Tervigon with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195
Tervigon with Cluster Spines , Adrenal Glands, Toxin Sacs, Catalyst, Dominion – 195
Termagants x 10- 50pts
Termagants x 10- 50pts
Termagants x 10-50pts

Heavy Support
Biovores x 2 – 90pts

TOTAL : 1750pts

This is a list composed exclusively of the best Tyranid units only. It is obviously meant for  a more defensive type of play. It is a solid list that is built with an emphasis on the shooting aspect of the game , and resilience.

 First of all, it has 2 Flyrants , which should be enough to wreak havoc to the enemy lines, draw the majority of the enemy’s firepower on them, and generally attempt to kill as many enemy units as possible before dying.

 I have included 4 hive guards in 2 separate units.  Their role is to focus on the enemy transports and light vehicles first,  then move onto flyers and possibly heavy infantry ,susceptible to Instant Death.

 3 Tervigons are more than enough to survive the game. In fact,  if you lose all 3 of them in a game, it probably means that you should reconsider your tactics and army list altogether.

Also, 3 Tervigons will provide a mass of extra troops, so make sure to have a stock of about 75 termagants ( from my experience, I ‘ve found out that there should be about 25 spare gants in your army case for each Tervigon on the table )

 Biovores are there to deal with those pesky players who gather their troops behind Aegis defence lines
.
 Although each separate unit in the list is quite decent on its own , the true power of this list is that it can spam troop units that can flood the gaming board, claim objectives, and finally, attempt to deal as much damage as possible to the enemy units.  The 3 tervigons alongside the termagants and the elite shooting arsenal make a good core for your force that can prove itself very resilient. Do not play aggressively with this list. Instead, try to use the Mission rules to your advantage. This list excels in missions where several  objectives are included, and can easily give you more victory points by claiming the First Blood and Linebreaker. 

 In addition to the aforementioned advantages of this list, we should include the amount of troop units that can be spawned from such a list. When played correctly, this list should make it throughout the game, with a rather small amount of casualties. Make sure to spawn often, but not too often. Units spawned from Tervigons are really worth it when they will deploy near the enemy, then shoot and assault in the same turn. Avoid spawning from the 1st turn. It's a needless risk. 

 Instead, in your first couple turns of the game you should focus on killing the most dangerous enemy units, isolated small units and possibly those annoying Quad guns and Icarus lascannons. If possible , try to take down those emplaced weapons in the 1st turn , so that the enemy will have little chance to hurt the Flyrants.

 Then, make sure to move in close to the enemy with the whole army, if you see that your enemy outshoots you too much.
 In most cases, however, a more defensive approach should be better, until of course your Flyrants start diving into combat. In other words, supposing that the Tyrants will start assaulting units at the 3rd turn and after, you should calculate your movement phases so that your tervigons will be in a possition to provide termagants that will support the Flyrants, backing them up with numbers so that they wont be all by their own.

Finally , lets not forget about the presence of Psykers in this army list. 8 Psykers are included, giving you access to an incredible amount of bonuses that are much needed by your units. In most cases, you should choose to take psychic powers from the main rulebook, especially for the Flyrants.  For Tervigons , it is not necessary to risk, simply because Catalyst is still an awesome power. For Zoanthropes, the choice depends on your enemy list.



And so, after about 12 Word pages and 5.000 words on Tyranids, their codex, their pros and cons etc, I think that there is not much left to say about Tyranids. I hope that you found this guide informative, understandable and enjoyable to read, and perhaps you found some ideas for your own lists.
 All things considered, Tyranids are not a bad army on its own.  Surprisingly, they perform much better than many other codices, which is impressive, taking into consideration the fact that we lack so many things compared to other armies. Tyranids are a mid- tier army, that can still be used in tournament play, albeit with  lots of luck and good match- ups 
 I would love to read your opinion about our codex, your ideas and tactics. Any comment and criticism about this guide is both desired and appreciated. 

  Thank you,
Stefanos Kapetanakis, out.

Thursday, January 24, 2013

Tyranids in 6th Edition: Rebirth of the Swarm?


 Hello ladies and gentlemen,

Yesterday’s post about the Tyranids and their performance in 6th edition  was not perceived well by many people who claimed that I was either too pessimistic , absolute or just wrong about my view of the tyranid codex.
 Admittedly, the first part of this article was a bit harsh,  so , this second part will be dedicated to the strong elements that the Tyranids still maintain. After all , our codex may be far from overpowered , but it has some units and tactics that can fare decently in the new metagame. In this article , the most useful and effective tyranid units will be explained.


Flying Tyrant



  One of the best units ( if not the best ) in the Tyranid codex.  A Tyrant with the Wings biomorph counts as a Flying Monstrous Creature , which gives it a host of new rules and bonuses.
-          Increased movement speed. When in  “ swooping mode” it can move as far as 24” and still fire Its weapons
-          Increased durability. The enemy units can only hit him on rolls of 6,  reducing dramatically the amount of incoming damage  and causing frustration  to your opponent

However , FMC’s have their weaknesses.  Their tendency to fall to the ground every time the enemy manages a hit  is a glaring flaw and automatically makes FMC less effective than Flyers. Whereas a  Flyer can take multiple hits and still cause headache , a FMC would simply fall to the ground and then become easy prey for the rest of the enemy units. Addind insult to injury, the greatest threat of a Flyrant is not the rather small number of enemy anti-vehicle firepower, but rather the massed shots that come from infatry units. Thus, the best way to bring down a FMC is to simply shoot it with bolter/lasgun/ whatever shots from several squads unit it falls to the ground. From that point on it lies naked in front of your heavy weapons and is left to your mercy.

On the other hard , if the Flyrant manages to stay in the air / survive the enemy turn , and get to the right position , then the following carnage will be a most satisfying one.
Finally, he is a psyker that can take 2 powers not only from the Tyranid book, but also from the new rulebook powers.  Biomancy is the obvious choice, with Iron Arm being perhaps the best result a  Flyrant can get.

All in all, the Flyrant provides and all-around effective option, with solid shooting and melee capabilities and  2 psychic powers that could potentially maximize his potential  as a  “sweeper”.
Nonetheless , I would not place all my  trust on a Flyrant alone, as it is almost certain that he will succumb after getting focused by the enemy shooting. 


Tervigon

The classic, powerful , resilient and reliable brood mother of the hive, tervigons seem to have been affected very lightly by the new rules. They still perform as excellent as always and can provide more bodies to the table, support all existing units and dish out some decent damage at the same time.  Their only new tool of the trade is the new Psychic powers, which mean that their supportive talents have new been updated with new possible bonuses.

 Needless to say that Tervigons should always shape the backbone of any Tyranid list. Take as many as you can, filling all the troop choices if possible.  Their build has not chanced much either since the last edition. Always take a second psychic power, as well as both the Adrenal Gland and Toxin Sac biomorphs. For a mere 195 points , the mighty Tervigon still remains a bargain.

Hive Guards

The ultimate in Tyranid ranged warfare,  hive guards are still an awesome option,  and still the only solid anti-vehicle option of our codex.
 Perhaps a lot of people  could claim that hive guards are no longer necessary in a tyranid army list, since the number of vehicles that hit the table has been reduced significantly  ( no more chimera or razorspam for loyalists ) and at the same time, vehicles have become very sensitive  to melee hits.
However, the solid package that a hive guard provides , exceeds the role of a simple, anti- vehicle unit.  First of all, with some FAQ clarifications, hive guards ignore the night fight rules completely, and since night fighting is now a common thing , their utility has increased considerably. Also, they are still a beefy unit that can take some serious punishment before it succumbs to its wounds, and are also dirt cheap.
 Furthermore, they are not so bad at taking out flyers. A unit of 3 guards will probably score a penetrating hit at an 11AV vehicle,  and they also ignore any Jink cover saves.
In conclusion, Hive guards can provide a decent amount of firepower that’s is very likely to withstand the course of the game.  Thus, they are almost guaranteed to do enough work to justify your point investment.



Zoanthropes

These guys have always been the cause of a great debate, and for a good reason. Until the release of the 6th Zoanthropes had to compete with hive guards for the title of the “ best tyranid anti-tanki unit”. And although they had gotten  the short end of the stick, the new edition brought a new wind of change for these floating  central nervous systems.

 Nowadays, they can serve 2 possible roles:

-          -Their classic role as an excellent killing machine
-          -The role of a buffer/caster

In other words , zoanthropes can now fill a multitude of roles , in a way that few others can. Judging from your opponent’s list , you can now choose either to keep their old warp lance/blast , or take 2 of the new powers. This option alone makes zoanthropes a  juicy choice for most lists. However, always keep in mind that they still remain inferior to hive guards when it comes to anti-vehicle.

Doom of Malantai

Yet another unit that  has seen both a rapid increase and decrease in it’s popularity, the DoM once was a standard unit in every tyranid list, but after the release of the FAQ’s ( and the fact that it could no longer affect units embarked in transports ) meant that the uber- thrope was not build to last. Literally. A mind-blowing killing machine that epitomizes the “ glass cannon” philosophy, a single lucky lascannon shot could silence it forever.

 I noticed that most people who go to tournaments with tyranid lists tend to bring the might of the DoM to the table. Perhaps it is because most  players  don’t use many transports anymore. Maybe It’s because that, for 90 points it’s worth to try taking a risk and throw a DoM right in the opponents face 
.
 The truth is that , nothing really changed towards the best for the Doom, except the army lists of players. It is still risky to deploy the DoM, but now it is a risk worth taking.  I would certainly recommend using it, if you don’t mind sparing an Elite slot for it.



Ymgarl Genestealers

Ah, the elite genestealers.  And with the new rule changes, one of the precious few units that can charge right out of reserves ( the other two units being Vanguard Veterans, and Zagstruk Stormboys, if I am not mistaken ).  Under the current rules, Ymgarls have become the only kind of genestealer that is worth using, and probably the only kind of ‘stealer that will manage to get in melee.
Their ability to deploy in a piece of terrain and then charge in the same turn is invaluable, as it not only offers the ability to reach those units that do most damage in the early stages of the game, but they can also act as suicide units, giving you the change to move closer to the enemy with the rest of the swarm and minimize the number of casualties.
Of course, not all is good for Ymgals. Their point cost is still very steep and will probably be ill-affordable in most lists. Furthermore, they take up Elite slots, which means they have to compete with other, more appealing choices.
 My advice is that Ymgarls should be considered as an option after you include most of the important stuff in your army. For example , if you find out that you have 150 points left, Ymgarls could be just what your list needs.


 That concludes the second part of this guide. Part 3 coming very soon.

Stefanos Kapetanakis, out.

Sunday, January 20, 2013

Mewtwo Pattern Zoanthropes

Hello ladies and gentlemen,

 The number of posts containing pictures of models are too damn few! Unacceptable! Its time  to post some Xenos.


 So, in this post you can see 2 converted zoanthropes. I was not too fond of the metallic ones because of their tendency to nose dive during the game, resulting in constant damage of the paintjob and in my frustration. Thus, a couple days , a few mg of green stuff and some cutting and gluing later , I came up with these 2 guys:

 WIP



And some pictures of the finished models:















That's all for now. Thank you for your time, and you like these models please leave a comment. Any C&C are welcome.

Tyranids in 6th Edition: The death of the Hive mind part 1




Greetings , ladies and gentlemen.

Since I don’t  seem to  be in the mood for studying pathology, I guess it’s time to write a few words about the Tyranids and their presence in the 6th.
 Every time I go to a tournament and I chat with my fellow players and team members , I am always asked the same question: “ how do you see Tyranids in the new edition? “
To begin with, I will make it clear that Tyranids nowadays are not a good army. I am very sorry to say that about my beloved swarm , but since the new rules came out, our codex has been struck hard by the nerf bat.  Specifically:


COVER SAVE AND FNP

With the new edition , cover saves and FNP are now rolled on a 5+.  Cover save is now easier to get but offers less protection overall, which puts a great dent in the survivability of our units. When it comes to FNP the new rules bring up a rather hot debate about whether or not FNP has improved or not, but  I think that while Tyranids are concerned  the new change is not beneficial to them..  With the old rules , the entire swarm had a nice , 4+ cover save and a 4+ FNP, essentially reducing all incoming ranged damage by 75%. Nowadays, not only has the Cover save become 5+, but also the FNP roll is worse for us.

Comparing the 4+/4+  roll with the 5+/5+ roll we get the following chart:
Out of 100 wounds dealt , we get:
5th edition ( 4+ cover save , 4+ FNP )
100 wounds -> 50 ( 4+= 50% ) -> 25 ( 4+ = 50%) Casualties
6th edition (5+ cover save, 5+ FNP)
100 wounds -> 66 (5+= 33% ) -> 45 (5+ = 33% ) Casualties

Result: with the new rules, Tyranids suffer  approximately 20% more casualties

Still, most people will argue that FNP , with the new rules , protects our Monstrous Creatures from low AP weaponry such as Lascannons and Multi-meltas. This is true indeed, but when you look at the army as a whole, there  is done  more harm than good . 
Also , don’t forget that FNP is still nullified when the enemy shot  deals Instant Death,  which means that T3 models ( termagants and hormagants ) which make up the majority of the Tyranid force still lose their roll when hit by those weapons that would do most damage to them anyway ( namely  battle cannons and other ordnance goodness ).
 So, when it comes to shooting  , from a termagants perspective, FNP is outright worse than it was in the previous edition.   The only true benefit that Termagants got from the new rule is that they are little bit better  in melee fighting against power weapons and the like.



RESERVES

Another big change and one that  affected the tyranids dramatically. With the new reserve rules , units that come from outflank or infiltrate cannot assault in the turn they enter the table. Infiltrators cannot assault in the 1st turn…. Well, allow me to say that I am very disappointed that GW chose to take this path with the new edition, because ,in my opinion, the new reserve rules took away a very and interesting part of the game.  The old reserve rule were making a game which had a surprise factor , and were interesting in so many levels..
 As a tyranid player , you could choose whether to outflank with your genestealers  or deploy them via infiltrate. The was a little “ mind game “ with your opponent where you tried to outplay him by applying pressure before the game had even begun.  The opponent had to deploy in a way that would prevent you from infiltrating too close to assault and also make sure that we would keep a safe distance from outflanking units, and so on.
 For me, this was my favorite part of the game, and was one of the most important rules that our codex was built upon.
 However , in the 6th edition all of this fun is lost. GW considered that their players should not be concerned with clever deployments but should rather spent 20 euros for a stupid wall with a gun and hide their models behind it. Our genestealers are now dead , as there is simply no effective way to use them. They will probably get shot to pieces and their remaining roles are performed better by Hormagaunts anyway.



FLYERS

This is another field where our codex has little presence.  As I have already said in previous posts , flyers are the “ new shit “ of  6th edition.  Every player should gear his list to be effective against them , and every player should some of them. The best 6th edition lists include flyer spam ( Necron flying breakfast anyone? ) and those armies who cant counter them effectively are automatically banished to  the “ low tier” armies list.
 Unfortunately, Tyranids have a big issue with flyers.  First of all, we don’t have any “ flyers” of our own. Our only option of aerial combat are Flying Tyranids , and the Harpies..

 The Flyrants are not bad. They are very costly though, but can bring some decent fire power ( with quad-devourers) and still be effective in close combat. Still, they lack powerful anti-flyer weaponry and it is much easier for your opponent to kill them. All in all , you should always spend those 260 points on a Flyrant, but there can be no comparison between those 260 points that an IG player plays for 2 Vendettas.

Harpies , on the other hand are a joke.  They are expensive , weak and can only do some mediocre damage against infantry.  Forget their name and invest in Flyrants.

So….. yes , Flyers… how do we deal with them as Tyranid players?

Answer- We don’t.  Tyranids don’t have access to Flyers. We don’t have access to Quad- Guns and Icarus Lascannons. We don’t get many twin-linked rolls ( and if we do, we have to play many, many points for them ).  We don’t get divination ( nope , even less chances against flyers ) and we don’t  get allies… So ,  our best bet are lucky shots from the Hive Guards or hoping that a Flyrant may save the day.



ASSAULT MOVES

This is a part where Tyranids actually got some sort of bonus.  Random charge length is not bad for Tyranids since most of our units have the Fleet rule. Rolling 2 dice , keeping the satisfying one and re-rolling the other? Nice! In essence , we got better in our assault moves.  A minor improvement when compared to the previous edition , but an improvement nonetheless.


FEARLESS


There you have it. GW new gift to the Tyranid race, fearless is the best thing that ever happened to tyranids  since we got  the Tyrannofex model.  There is not much to say here , fearless makes gaunts somewhat decent in close combat, but not in a way that can turn the battle in our favor. Instead , combined with the rest of our nerfed special rules , fearless makes sure that if we lose a melee battle , it will slow down the enemy enough for a possible next wave of  termagaunts to finish them. It is a good rule but not a lifesaver.

When all is said and done , Tyranids have become weaker.  As described above , the new rules are not in our favor and the new, shifting metagame makes a hostile environment in which our little beasts can hardly adapt. However ,  in my personal opinion , Tyranids have become ineffective for a much more simple reason:
Tyranids have lost their synergy.

I have explained it in an older post that our current codex is based on the synergy between its many units.  None of our units is an insane killing machine , none of our units has incredible survivability , but instead, the codex suggest a force in which every unit is supported by another unit ,and in turn supports a third. For example,  a tervigon  supports a unit of termagants which in turn provide support for raveners or genestealers , and all 3 units together become effective.

 Unfortunately, this method of playing in our current codex was so hardwired to the 5th edition mechanics  that can do very little now. The new rules simply cannot support our codex and this is why I believe that the Tyranids need a whole new codex.

 If you are a new Tyranid player , I do not wish to disappoint you, but you must know that you picked an army that is really hard to play, and even harder to be played in a way that will satisfy you.  As is the case with Space Marine and Dark Eldar players , our codices are outmatched by others. I certainly hope that GW will do something to balance everything and give a chance to Tyranid players to make a powerful comeback.

Stefanos Kapetanakis, out.