Codex Review: Tyranids Fast Attack (and some odd behaviors)

It’s that time again; time for another review of the Tyranid codex, and today is the fast attack section.

I am going going to breeze through two of the units, the Tyranid Shrike Brood and the Sky-Slasher Swarm Brood. The Shrikes are basically Warriors with wings, and even cost the same amount of points. You lose objective secured, but gain Jump Infantry. The Slashers are Ripper Swarms with wings, but now they cost 18 points per base. Again, you gain the Jump Infantry unit type. Other than those changes, they are basically the same as the troop options.

Since I covered the units that are like their troop cousins, the next unit I will cover are the Gargoyles. Gargoyles are basically Termagants with wings. The come with the fleshborer, but the only upgrades you can take are Adrenal Glands and Toxin Sacs. They do come with Blinding Venom. Blinding Venom is a poisoned close combat attack that hits on 6+ and causes blind. Plus, since they are jump infantry they do get hammer of wrath. A weak one, but they could get one. This is a good unit to get somewhere quick and tie up a unit for a good portion of the game.

A unit I just recently ordered, and have yet to receive (at least as of the moment of this writing) is the Ravener Brood. Raveners have a WS5, BS3, S4, T4, W3, I5, Ld6, and a save of 5+ stat line. They cost 30 points per model, making them the Beast version of Warriors (with no synapse range). They come with two close combat weapons (+1 attack) and come with deep strike. They can also be equipped with Rending Claws for 5 points, Spinefists, Devourers, and Deathspitters. This allows you to have some shooting attacks without reducing their close combat attacks.

One Ravener Brood can also include The Red Terror. The Red Terror is just an upgraded Ravener. It comes with everything a Ravener does, plus a Prehensile Pincer and Swallow Whole. The Pincer gives you a S6 AP5 close combat attack. If the Terror hits with at least 4 of its attacks, it can nominate one enemy Infantry, Jump Infantry, or Jet Pack Infantry and attempt to swallow it whole. The nominated model must pass a single invulnerable save if it has one or is removed from play. Bulky models (or larger) cannot me nominated. The Red Terrors stat line is also improved upon the Ravener’s stat line.

One flying MC that has made a return from the old codex, but now has a model is the Harpy. I never used this unit in the old codex, and to be truthful, I don’t really like it all that much in this codex. It comes with a twin-linked stranglethorn cannon, scything talons, and spore mine cysts. It can be upgraded to have a twin-linked heavy venom cannon for 5 points, but since both are blast templates, and the armour of this big guy is 4+, you will not get as much use from the cannons as you would like since you will find yourself jinking a lot. You can also upgrade the Harpy with a Stinger Salvo, Cluster Spines, and other items from the biomorphs list. The Harpy does have one special rule that I find interesting, it has a rule called Sonic Screech. Sonic Screech causes all enemy models to suffer -5 to their initiative (to a minimum of 1) in the assault phase that the harpy charges into combat. But one has to ask, when would you really want this model to charge into combat?

Of course, the Harpy is also armed with spore mine cysts, which create Spore Mine Clusters, another fast unit. When the Harpy creates spore mines, it does so during the movement phase, and must be swooping. The players places the large blast marker over a unit the Harpy swooped over and scatters it D6. Units take a hit for each model that is even partially under the marker. If the blast marker does not hit any units, D3 Spore Mines are placed anywhere under the marker and act as a Spore Mine cluster for the rest of the game. Spore Mines can only move 3 inches, and run or charge half the distance rolled. At initiative 10, they explode. Then every other unit (friend or foe) under the large blast template suffers S4 AP4 hits. And the Strength increases by 1 for each spore mine in the unit. The spore mines are also non-scoring and non-denial units that do not give up any victory points and do not count when resolving assault results.

And now I finally come to the Fast Attack unit I almost always use, the Hive Crone. This unit is the other option in the Harpy box and is the Tyranids best Anti-Air unit. Its stat line is WS3, BS3, S5, T5, W5, I5, A3, Ld10, and a 4+ save (just like the Harpy) but the crone comes with a Drool Cannon, Four Tentaclids, and a set of Scything Talons. The Drool cannon is a S6 T4 Template weapon, and while not great against those tasty space marines, it is devastating against the Orks. The Tentaclids have a range 36 inches, S5, AP5 with Haywire and seeking rules. Seeking allows the played to reroll To Hit rolls against Zooming Flyers and Swooping Flying MCs. The Hive Crone’s vector strike is resolved at S8, making this unit really good going up against air vehicles.

Since this is such a review, I am going to add the Instinctive Behaviors (which I know I never listed on my reviews) to this review. Of course we all know that if a model without synapse moves out of synapse range, they have to take a leadership test or they fall into their Instinctive behavior (except for Genestealers who do not have an IB). The new codex adds a lot of variety to the possibilities.  First, there is Lurk. On a 1-3, the unit is treated as having failed a morale check and must fall back. On a 4 or 5, the seek cover in the movement phase. The unit can run in the shooting phase, but can only shoot if it is in terrain, and the unit cannot assault. On a roll of a 6 the unit seeks cover, but also gains stealth.

If the unit has the IB of Hunt and fails the leadership test, on a D6 of 1-3, the unit Burrows and Hides. This means the unit immediately goes to ground unless one model in the unit has fearless, then the result is treated as Prowl. With Prowl (a roll of a 4 or 5), the unit must shoot in the shooting phase at the nearest enemy unit within range and line of sight. If there is no viable target, the unit can do nothing, and it cannot charge in the assault phase. On a roll of 6, the unit also gains preferred enemy.

If the Tyranid unit has an IB of Feed, the roll of 1 to 3 causes Cannibalistic Hunger. The unit immediately suffers the number of hits equal to the number of models in that unit resolving at the units majority strength and AP-. The owning player allocates wounds and armour saves may be taken, but not cover saves. Units of a single model treat the result as Devour, which is the result on a 4 or 5 roll. With devour, in the shooting phase the unit cannot run or shoot, and in the assault the unit must declare a charge against the nearest viable unit. If there is no such unit to charge, the Tyranid unit does nothing in the assault phase. If the controlling player rolls of a 6, the unit gains the result of Devour, but also gains Rage.

As a Tyranid player, I have to say I like the new Instinctive Behaviors, it adds a lot of randomness to the game. It also has the potential to help the tyranid player as well as hurt them.

Well, that’s it for this review. Next up are the heavy units.

Codex Review: Tyranids Elites

I need to start this review by expressing my hatred, my loathing, and my disappointment in the Haruspex. Now that I got that out of the way, let’s get on with the review. The Nids have some interesting units in the elite section, some which can be used to bring some unique tweaks to the army.  Today I am going to go through this list by going in an order of how often I used them, starting with the least often.

The cheapest unit, and the one I have never used, is the Pyrovore brood. They cost 40 points; have a WS3, BS3, S4, T4, W3, I2, A2, Ld6, and a save of 4+. They are armed with a S5 AP4 template weapon, and they also have Acid Maw, which allows them to make one S5 AP2 close combat attack. But when they die they go nuclear (I actually made a humor post about this earlier).  When they die every unit within D6 inches suffers a wound equal to the amount of models within D6 of the slain Pyrovore. I really cannot come up with a reason to even buy these models, let alone field them.

The Lictor brood is an interesting unit; it’s the basic version of the Deathleaper. You can only field three of these in a brood, like all of the elites, and while I actually have two of these, I have not given them a real chance. At 50 points, they do bring some interesting capabilities, just ones that I would not use. They are equipped with Rending Claws, Scything Talons, and Flesh Hooks. The also have a large number of Special Rules. Stealth, Move Through Cover, Infiltrate, Hit & Run, Fleet, Fear, and Deep Strike are the regular special rules. These units do not scatter when they arrive from deep strike, and if the Lictor is already on the battlefield, another unit will not scatter if it arrived within 6 inches of the Lictor Brood. I can see where this will be helpful, but not really in how I play my Tyranids.

And now we get to the Haruspex, oh how I hate the Haruspex. Don’t get me wrong, the new model looks amazing, in fact, that’s why I bought it and built it first. But in reality, it’s not that great of a unit. It is a S6 T6 5 wound MC that comes in at a cost of 160 points. Standard armament is a grasping tongue, crushing claws, and acid blood. In one of the games that I used the Haruspex, it killed one ork. One. That’s it. 160 points and it could only kill an ork. The Haruspex has an initiative of 3, meaning it usually goes second. It’s weapon skill is 3, so it will most likely hit on 4’s, so of the 4 attacks (if it got the charge off), odds are 2 will hit. These two will most likely cause 2 wounds. And every initial unsaved wound allows the Haruspex to cause an additional wound, but no more than the initial wound. The Hammer of Wrath, Acid Blood, or tail biomorph wounds also do not cause additional wounds. If the Haruspex causes a wound in close combat, it can regain a wound lost earlier, but only at the end of the phase.

The Haruspex’s only shooting attack is it’s grasping tongue. This is a S6 AP2 attack with a 12-inch range with precision shot. So, if it hits, it will probably kill, providing it is not a multi wound model. In fact, the only saving grace with the Haruspex is its Acid Blood. For each unsaved wound it suffers, the enemy unit that inflicted the wound must take an Initiative test at the end of the phase. For each one that is failed, the enemy unit takes a S5 AP2 hit with ignores cover. This helps the Haruspex, but I will play this unit when I just want to see it on the table. I really hate the Haruspex.

And now I start to move on to the units that I actually use. The Hive Guard Brood is a decent (although not great) shooty Nid. They hit on threes, and both of their weapons deserve some recognition. Its basic weapon is the Impaler cannon. It is a S8 AP4 weapon with a range of 24 inches that ignores cover and does not need line of sight. You want to keep these guys hidden, possibly in a building with very few windows. Just don’t forget that he is on the table, I have actually done that in the past. For 5 more points, a model can be equipped with a Shockcannon. This weapon only has a range of 18 inches, but it is a S5 AP5 blast weapon with Haywire. This makes the unit really good against vehicles. If all three shots actually hit, odds are you will glance a Rhino out of the game.

Next up are the flying brains, the Zoanthropes. I haven’t used these in a while, but I do still like them. These brains bring with them the only invulnerable save that the Nids can get (excluding the Swarmlord in Close Combat). Their armour saves are only 5+, but thanks to their warp field, they have a 3+ invulnerable save. Their special rules include Brotherhood of Psykers, Shadow in the Warp, Synapse Creature, and Very bulky. They are level 2 psykers who come with Warp Blast, can generate one more power from Powers of the Hive Mind, and of course they can get Dominion for free. The Zoanthropes are not the toughest psykers, or the strongest, but they are very survivable, and for a cost of 50 points per model, they are not that expensive either. A unit of three could be useful in a lot of ways, supporting the synapse range, warp blast can take out marines or even vehicles, just don’t get them into close combat.

In almost every list I create, I add at least one Venomthrope. These are very cheap, but with their special abilities, they add a lot of support help. They come in at 45 points and come equipped with Lash Whips and Toxic Miasma. They have 2+ poisoned attacks, shrouded, and the most important special rule, Spore Cloud. Spore Cloud conveys Shrouded on all friendly models within 6 inches. So, imagine a swooping Flying Hive Tyrant within 6 inches of a Venomthrope who jinks, it would have a 2+ cover save! As good as it sounds like it would be in close combat, it is so much better to keep it away from close combat. I use them in two ways, if I get to go first, or expect to go first, I will place the Venomthrope in the middle of my Flying MCs and Swamlord, this way they all have at least a 5+ cover save incase my opponent steals the initiative. It adds some protection. The other way I use them is to move him into position next to my Tervigon (who is usually already in some sort of cover) so that the Tervigon will have a better cover save on top of its armour save. Yes, at T4 with no invulnerable save he may give up first blood pretty quickly, but at 45 points, he adds a lot of cover and protection.

One of the units I miss from the old codex is the Doom of Malan’Tai. This was a fantastic model to drop into the midst of your opponents. The Doom does still get mentioned in the Codex, even if it is only a small paragraph. I hope it comes back at a later date, but I do not expect it.

Well, that’s it for now. Thanks for reading, and I welcome any comments.

 

 

 

The Various Forms of Dice God Worship

goddiceHowdy everyone, Severus here.  As we are all aware, dice are a huge part of any warhammer game.  They can be your greatest ally or worst enemy.  The dice owe there allegiance to no gamer.  They only serve the Dice Gods.  Logic would follow that if you want to succeed at good dice rolls, you need to please the dice gods.  Well I have traveled the globe (figuratively) to find you the many acts that please the dice gods.  I have even been able to find a few rituals that can displease them as well.  I now share my hard earned wisdom with you.

1. Never re-roll a “successful” die.  It gets tiring bringing up that six time and time again.  The dice gods don’t like to make there minions work that hard.  Often times these over worked minions will fail you when you need them most.  The dice that rolled low are well rested and eager to please the dice gods with a high value.  An example would be the following: “Okay, I need 5’s to hit that daemon prince.  Sweet, 3 hits.  Now 2’s to wound (scoops up the successful dice and rolls)….No wounds.”

2.  Never use the phrase “anything but a 1”.  This phrase is like a challenge to the dice gods.  They live for challenges.  Without fail, using the phrase “anything but” will almost guarantee that particular result.  5 wounds on your terminators from bolter fire?  Roll 4 ones.

3.  The dice gods are not fair.  Do not assume that because the gods have given your dice bad rolls earlier in the game that you are do for some good luck.  Things can always get worse.  Just honor the gods.  If they decree your dice will roll low, expect that and plan appropriately.

4.  Never tell the dice what is “statistical”.  Once again, the dice gods see this as a challenge.  Particularly if it is your opponents dice.  “Sweet, 26 wounds on your terminators, you should lose 4.  (dice are rolled)  So…they all live.  Did I at least scratch there paint?”

5. Develop your own personal rituals.  The dice gods love individuals that make a special ritual to acknowledge there powers.  Some people use a special motion while rolling for important rolls. Others use a special phrase, often times in tongues that there opponent does not understand.  Whatever the ritual is, be consistent.  If you fail to preform it, the dice gods will undoubted show there displeasure with you.

6.  Recognize the champions of the gods.  Some of you may call them “lucky dice”.  Often times they are larger and more ornate then your normal dice.  These dice seem to always come through for you when needed since they have the blessing of the gods.  It is important to not abuse these champions.  They work for the dice gods, not you.  They will lose the gods favor if they spend to much time in your employ.

7.  Finally, in rare occasions, the gods will demand a sacrifice.  It starts when a group of dice stray off the path of the dice gods.  They start to behave randomly.  They will soon earn the ire of the dice gods.  This is manifested in horrible rolling.  The only way to end there punishment is with a sacrifice.  Melting a select individual with fire or a microwave, smashing with blunt objects, or hurling across the room to separate it from it tribe.  These are all acceptable methods in the dice gods eyes.

That about sums it up for me today.  I hope these valuable tip will help you understand the dice gods and there ways.  I am making a effort to get the blog a bit more exposure, so please give it a share if you like it.  Until then, this is Severus saying take it easy and have a good one.

Codex Review: Tyranids Troops

Shorereaper here, bringing you part two of my Tyranid Codex Review. And today I move on to the troop choices.

I am going to start with the Warrior Brood. Warriors are the only troop choice that has a Synapse Range and Shadow in the Warp. Well, that’s not exactly true, but I will come to that later. The unit is 90 points for three, and up to six more at 30 points a model. The basic upgrades for warriors are Toxin Sacs, Flesh Hooks, and adrenal glands. The can also be upgraded with Basic Bio-Weapons and Melee Bio-weapons. This unit is not a bad option if you feel like you need more synapse to sure up you battle lines. I will cover the actual upgrade in more depth at a later date. The down side to the three wound Warriors, is that they have a lower save, and a certain weapons can easily kill them in one shot. I haven’t used them in 7th, but I do have a plan to use them soon.

The second unit listed in the Codex is the Genestealer brood. This brood is expensive coming in at a cost of 14 points per model, but they can be used effectively. They have rending claws, fleet, infiltrate, move through over, and outflank. Honestly, I would never use the outflank rule. It’s bad enough that they have to take a turn getting shot at, but to risk them not coming in, or coming in in a position where they cannot help, I would rather infiltrate them if I am going first. And if not, just deploy them.

You can field them in units of 20. They start with 2 attacks base, but for 4 more points, you can equip them with talons, giving them another attack. Again, like most of the Tyranid army, Adrenal glands and toxin sacs can be added, though I do not know if those upgrades would be worth it in this case. They have a high initiative (6) meaning that they will kill a lot before they die, and with a WS of 6, most units will be hitting on 4s or 5s.

The final upgrade for the Genestealers would be the Broodlord. For 60 points, you get a S5, T5, W3, I7, A4 super Genestealer with a WS of 7. He also is a level 1 psyker with Horror (forces opponents to take pinning test on -2 Ld). He also knows Dominion, at least according to some debates, but it is one I agree with. I usually field Genestealers in small groups and infiltrate them forward, and I never take the broodlord. This is not a unit that can be ignored by my opponent, and while the enemy is concentrating on these guys, I can get the rest of my army in place to wreck havoc.

The next unit to come up in the codex is the Termagant brood. This is the staple of the Tyranid army, and at a cost of 4 points a model, they are very cheap. However, with how weak they are, their standard weapon (the Fleshborer), and their BS, it is a good thing that they can come in large units of 30. The have a very low save of 6+ so you want to keep them in cover. However, if you can get a unit of 30 on top of an objective, and keep them in synapse range, It will take a lot to move them off of that objective (and objective secured comes into play here).

The other great thing about 30 Termagants is that you can now have a Tervigon as a troop choice. Having a T6 monster with 6 wounds and objective secured parked on top of an objective almost guarantees you that one objective. Plus, while it is holding the objective, it is spawning more units with objective secured. There is down side, which I did not cover in the HQ review, and that is that if the Tervigon does actually die, he can take a lot of termagants with him. When slain, each friendly unit of Termagants within 12 inches of the Tervigon takes 3D6 S3 AP- wounds with no cover saves allowed. Still, this is a troop unit that I very much recommend. And while it has gotten more expensive to field a Tervigon as a troop unit, it is still very much worth it. The old codex did not have a minimum Termagant troop requirement, as long as you had a unit. Now you have to have a full unit of 30.

Of course, if I talk about Termagants, I have to talk about Hormaguants. These are the close combat versions of the Termagants. They cost an extra point, and I am not really sure if they are worth it, but for some reason I like them. I just don’t use them as much as I want to. Again, you can field them in a unit of 30, but they are very weak and have almost no armour save. WS of 3, BS of 3 (what can they shoot?), S3, T3, W1, I5, A2, and a leadership of 6. If you can get this unit into close combat, and keep them in synapse range, they can tie up a unit for a whole game, and may even kill a few in the process. On the charge, that would be 90 attacks (if everyone can get into combat).

The Hormagaunts also have a special rule called Bounding Leap. Hormaguants are allowed to run an extra 3 inches. So, their base run will be most other unit’s average run on 1D6. They also have fleet, almost guaranteeing that they will run much more than 4 inches. Other upgrade possibilities include adrenal glands, but since they already have fleet, they only gain Furious Charge. They can also take toxin sacs, giving them poisoned attacks. But at 2 points per model on the Adrenal Glands and 3 points per model on the Toxin Sacs, I am having a really hard time justifying the cost. Not only can I not justify the cost of the upgrades, but also of the unit itself. Sure, it has objective secured, but you need to use them in close combat, or they are completely useless. What is the point of picking this unit just to have them sit on an objective? You have to rush them towards the enemy.

The final troop option in the Tyranid codex is the Ripper Swarm. This is a unit that I have taken in the past, but I have yet to take it in 7th edition. Every time I have taken the Rippers, I just had fun. They are weak, easy to kill, they can’t hit anything, but there sure are a lot of them. As per usual, the maximum number of models that can be taken is nine, but with that nine you get 36 attacks, possibly 45 if you can get the charge off. Their save is as good as the Termagants (in other words, nothing), but with the swarm rules, one failed save may kill the whole model. On top of the Adrenal Glands and Toxin Sacs, you can buy the Deep Strike rule and Spinefists. And seeing 9 of these marching across the field and then tying up units that are so much more expensive always brings a laugh. For the first round at least, after that your opponent may start to get frustrated that little bugs are holding up a key part of his army.

In conclusion, the Tyranids bring with them a decent choice of troops. Sure, their armour saves are not the greatest, but there can be a lot of them. And as long as they are within synapse range, the opponent may need to kill 30 of them just to get them off of an objective.

The Weekend Report: Itching for a Campaign and A Look Behind The Curtain

Anchorman-2-Melbourne-Cup-01-e1383627479409-600x328Howdy everyone, it’s Severus here with your weekend report.  Lots of stuff has been going on in my nerdy world lately.  I have tons of ideas now, I just need to focus!  My gamer ADD is way out of control.  Outside of 40k and fantasy, I have rekindled my love of Battlefield 4, played the Destiny Beta (which rocks!), and have been trying to find some locals for games of Netrunner.  Not to mention that fantasy flight is putting out a 40k based card game called Conquest.  Looks awesome!

Anyway, back to the hobby realm.  I have been slowly plugging away on my flash gitz.  I have taken to painting models individually to completion.  Since they are supposed to be a bit of an eclectic bunch, I am trying out new things with each of them.  What I learned is I love checkered patterns!  Annoying to paint, but so fun to look at!

Speaking of orks, I rolled them out again this weekend for a game against none other than Shorereaper and his space sharks.  We ended up playing malestrom.  I hate to say it, but it turned into a sound beating for poor Shorereaper.  The list I took worked pretty well.  I am still getting used to my ork characters being squishier than before (poor mad dok died horribly fast when I issued a challenge, turns out he is not that tough.).  Don’t worry, the irony was not lost on Shorereaper and I when I won after posting that article friday.

Now, in terms of fantasy (yes, I do play fantasy…), I have been trying to reach out to find some new players in the area.  My vampire counts have not seen a table in almost 8 months.  I started a twitter account (@Nordic_Dude) and started talking to a few guys (including the hosts of Garagehammer, I love that show).  They put me in contact with a few tournament players they know in the area.  Hopefully if I start meeting up with them, we can get some Fantasy content up here.

Finally, I was listening to the latest episode of The Independent Characters today.  They were talking about running campaigns with there gaming groups.  Reminded me of last summer at the good ol’ White Marsh Games Workshop.  We actually had 2 campaigns last summer that were a blast to play in.  Made me miss that.  So now I am trying to mess around with some rules for a simple campaign.  Nothing to complex, I want it to be easily approachable.  I want new guys that I have seen around Critical Hit lately to feel comfortable jumping in.

Finally, a look behind the curtain here at the Twenty First Legion.  As you know, we lost Ralshenik to the warp a few weeks ago.  Augustus has been silent for a long time as well.  So it has mainly been myself (and that damn Kaptain Klaw whenever he sees fit to barge in).  Shorereaper has been stepping up to the plate lately and helping me with a lot of content.  I appreciate his hard work, because frankly I was starting to feel the burn of running this blog along.  So get ready for his in depth review of the tyranids!  Until then, Severus out.

My Name is Severus and I lose…a lot

LosingHowdy everyone, Severus again.  Today it is time for a confession.  I lose most of my games.  I have never been one to keep track of his wins and losses, at least not for more than a week or so.  I always thought I won more than I lost.  Recent events though have changed my perspective on that.

In an attempt to foster a little friendly competition and bragging rights, our FLGS started a banner system.  It keeps track of tons of things like reaching a certain painting goal (2000 painted army).  It also keeps track of wins by a little blood red tally mark on your banner.  We started that program about 5 months ago.  I have 5 wins.  I play EVERY weekend.  Sometimes twice.

Simple math would say my record has to be a losing record (probably around 5-15 for those of you counting).  I wouldn’t have it any other way.  I like being in this position.  It gives me something to work for.  It keeps me coming back again and again, trying to find that right list or right tactic to take an opponent down.

Now, that being said, losing is not all the same.  We have all been tabled/face-stomped/etc. at least once.  When you don’t feel like you had a chance, it can really discourage you from coming back.  That is how fantasy has been for me.  That is partly why I was okay dropping that from my gaming routine when the community dissolved.  I aim to work on getting more fantasy in and improving my game.

Without losing though, I tend to lose the drive to keep playing a list.  Case in point, my tau.  I had a list worked up that had about 80% win record (I am aware of how well that list did because my opponents kept reminding me).  It even took a small tournament.  I got tired with the list.  I started trying to run a Farsight list and eventually moved on to a new challenge, Iron Hands.

My current challenge is my revived Ork army.  I can remember two wins with them since the codex dropped.  Neither were that strong of a win.  The list needs work, I still haven’t figured out all the strengths and weaknesses.

The losses hurt, but they keep me working at it.  That keeps me thinking, building, and painting.  What motivates you?  Are you seeking the ever perfect list?  Do you have a strong piece of fluff that you want to build an army around?  We all need something to keep the fires going in our relationship with little plastic men.  What’s yours?

Codex Review: Tyranids HQ Units

Hello all, Shorereaper here. After a few months of playing the new Tyranid codex, I wanted to do a more in-depth review. I have managed to play quite a few games, and even managed to win a few. And frankly, Severus’s fantastic reviews of the Ork Codex were making my Tyranids a little jealous.

First, I feel that it should be said that the Parasite of Mortrex was removed completely from the codex. In fact, that was one of many models removed from the codex, even though it does still get a small mention. This was not an HQ I used in the older codex, so I don’t really morn it’s loss. The HQ section did gain Old One Eye and the Deathleaper, which makes the HQ section a little heavy. Odds are though, I wouldn’t take those two new options often, but I do want to give Old One Eye a fair shot.

I am going to start my coverage of the HQ units with the Tyranid Prime, which we have a nice new small model to represent it. For small games, this guy would be the way to go if you want a cheap unit on the table. The Prime has slightly better stats than the Tyranid Warrior, but I am not sure that it is worth the extra points. At 125 points, the prime is more expensive then 4 warriors (with no upgrades). However, if the Prime joins a unit of warriors, they can use his ballistic skill and weapons skill. That is not something to be ignored if you are fielding some of those warriors. A group of nine warriors with a BS of 4 and a weapon skill of 6 can do a lot of damage.

The Tervigon, big berther, the spawner. This monster beast has gone up in points, but brings with it six wounds, toughness six, and the ability to spawn up to 18 termagants in one turn (and then stop). It is still true that if you roll any doubles on 3D6, you can no longer spawn, but it usually doesn’t max out in the first turn. And spawning objective secured units can be helpful during the game. The fact that it is a level 1 psyker is not much of help, except that with the primus power, you can make the synapse rage 18 inches. The beast is best used sitting in the back spawning away. However, it is even better used as a troop option, parked on an objective, spawning even more objective holders.

Old One Eye, the former Heavy unit which is now located in the HQ section. You pay 220 points for a Carnifex on steroids. He comes with crushing claws, regeneration, and a tail to beat your opponents with. Any friendly model within twelve inches can use his for any morale and leadership tests. However, he only has leadership 8, so it will not be that much of an improvement. Successful to hit rolls in close combat (the only place you can make to hit rolls with One Eye) make one additional attack and do not generate further attacks. His warlord trait also confers feel no pain after he takes one or more wounds, although it only takes effect at the beginning of his next movement phase, so you cannot feel no pain the wounds suffered in the first round. So, Old One Eye has a 3+ Armor Save, 4+ regeneration (regains 1 wound at the end of each friendly turn on a 4+), and 5+ feel no pain. Even if an army targets him alone, he is going to be very hard to take out.

Another unit moved into the HQ section is the Deathleaper. Another cheap HQ unit that does not bring with it a synapse range. It is armed with Rending Claws, Scything Talons, and Flesh Hooks. Nothing really that spectacular. Some things of note are that it does not scatter when entering from deep strike, it has stealth, fear, fleet, move through cover, pheromone trail (units who deep strike within 6 inches of the model do not scatter, model must be on the board at the start of the turn). Another ability of the Deathleaper is that the player nominates an enemy character and rolls a D3. The character’s leadership is reduced by the result while the Deathleaper is alive. Also, enemy units targeting the Deathleaper can only fire snap shots at it.

Now we come to the unit that most Tyranid players take, the Hive Tyrant. I do not think I need to say that equipping the Tyrant with wings and Devourers (with brainleach worms) is the way to go. Ballistic skill of 4 means you will hit with your 12 shots slightly more than average. But wait! They are twin linked! So you are going to hit with most of your S6 shots. Plus, unless your opponent has anti-air, he is going to be hard to bring down.

Other upgrades include Hive Commander (Gives a troop selection outflank, I never take this), Indescribable Horror (Units taking a fear test must do so on 3D6, again I never take this), and Old Aversary (re-rolls all failed to hit and to wound rolls in close combat, again, I try to keep my tyrant out of close combat). I prefer to use my tryant as a flying shooty psyker (level 2). Plus, with his synapse range, you can give support to any unit that may need it. He functions very well as a rapid support HQ unit.

And now we move on to the staple of my army lists, The Swarmlord. He has gone up by a whopping five points. But with him you get a level 3 psyker who is amazing in close combat. He has a 3+ armor save and a 4+ invulnerable save (in close combat). His bone sabers cause instant death. Weapon skill of 9, Ballistic skill of 4 (like he ever shoots except with psychic powers), Initiative of 6, and 5 wounds make him a major concern. His warlord trait makes his synapse range 18 inches, covering a good portion of the board.

His Alien Cunning rule still gives you +1 to your reserve rolls (if he is so smart, why is it you must add?). He also gives you the ability to bestow Furious Charge, Monster Hunter, or Preferred Enemy onto his unit or a friendly unit with in 18 inches. However, they only gain that ability till the end of the turn (I have been playing that wrong, prepare for comments).  He also has a decent chance of getting Catalyst (Feel No Pain) and with Dominion; a player can increase the synapse rage up to 24 inches.

Of course, when we talk about the Hive Tyrant or the Swarm Lord, we have to discuss the Tyrant Guard Brood. The only job of these guys is to give your HT or Swarmlord more wounds. At 50 points a model, you gain two more T6, 3+ Armour saves to the unit they join, and since they automatically pass Look Out Sir rolls, they will be taking the wounds (most of the time). They can be upgraded with crushing claws or a lashwhip and bonesword at a cost of 20 points. You can also give them toxin sacs (gains poison) and Adrenal glands (Fleet and furious charge) but I never upgrade these guys. I spend 150 points to give my Swarmlord 6 more wounds, making him that much harder to kill. I also keep the brood an equal distance away from the swarmlord so that I can choose who takes the wound. And hopefully I can give them Feel No Pain with catalyst… if I can get it, and if it goes off.

As a closing remark, with the release of the Ork codex, I would not be surprised if somewhere down the line they moved the Swarmlord from an HQ slot to a Lord of War. That just seems to be the direction the GW wants to head towards. Would this be a good thing? I’m not sure. I do like the idea of a Swarmlord and two flying Hive Tyrants in one list, but that would be a lot of points tied up in three units. Since GW released Grazzy as a lord of war, I can see Chapter Masters moving into the slot, maybe some daemon princes, and Swarmy. It seems to be the way that GW wants us to go.

War Gamer Stereotypes: Compliation

Howdy folks, Severus again. I want to do more humor articles like my war gaming stereotypes.  Problem is I have like half a dozen articles filled with them.  So, I decided to do a compilations (mainly so I can see what I have already done.)  I know it is a bit lazy, but I am publishing it anyway.  At least this way everyone is caught up.

WARNING: The following is for comedic purposes only.  Do not take what I say personally.  I am sure I could fit into several of these stereotypes myself.  Just try to have fun guys.

The Old Veteran:  These guys have been in the hobby forever.  You can tell by there references to things like rogue trader, 3rd edition, or “I remember when that army first came out.”  These gamers are often prone to “Previous Edition Syndrome”, a condition defined by the constant phrase “My mistake, that’s a rule from 4th ed”.  In their defense, they have had to re learn the rule set 5 or 6 times.  Often times they have models older than their opponent’s actual age.  These old models can be picked out by there classic Vitruvian Man stance.

The Young Kid: Let’s face it, most of us started out like this.  Their armies are often very small, since this game can be expensive.  Models are poorly painted, often with craft store paint.  Getting a ride to the game store from Mom, most of these guys are trapped in a there for many hours.  Hovering over a game becomes a past time, often while asking a million questions to the players.  In more extreme cases, these gamers begin to loose all focus on a single army and acquire small collections of 2-3 armies.  None of these are big enough for a legal game.

The Hip Gamer:  He used to play 40k, you know, before it was broken.  Now he plays some game you never heard of.  He dabbles in Warmachine and Infinity, but they are losing their appeal as they become more and more popular.  If he does play 40k, he will often pull out an obscure army that you never see hit the table.  Sisters of Battle, no he will not call them Adepta Sororitas.

The Professional Painter:  This guy’s “table top quality” makes your models look like you painted them drunk.  His play style can range from competitive to fluff.  Regardless of wins or losses, he will always field a fully painted army ten times better than a single model in yours.  You almost feel guilty killing his models.  Fielding an unpainted model makes his skin crawl.  Side note: don’t touch his models, some of these guys can be very protective of their babies.  Or spill a coke on them.

The Converter:  A close cousin to the painter, these gamers must convert every model in their army.  No two models look the same.  Building something straight out of the box physically hurts these guys.  They can do things with green stuff you didn’t know was possible (Is that a tiny name patch on each of your guardsmen’s uniforms?  Looks like I just killed “Trooper Franklin Octavio III”).  In extreme cases, you may often have to ask him what each model in his army is again since they look nothing like the models that actually have rules.

The Afraid to Lose Guy:  Lets face it, we all lose games.  Seriously, don’t tell me you haven’t lost since 6th ed dropped, it makes me want to punch you.  This guy is so afraid to let a loss sneak on to his record, he often fails to finish a game that he may lose.  His phone will ring, he steps out, then there is a sudden reason he needs to leave before the game ends.  Really, your lawn is on fire?  I thought you lived in an apartment?  Regardless, he will always say lets call it a draw as he quickly packs up his models.  On the other hand if the game is a landslide, he always wants to play it out.  You know, to see if he can table you.

The Ork Player:  As you may know by now, I am an ork player.  Our type is usually characterized by a complete lack of caring over model safety and winning.  All ork players want to do is actually be an ork.  Run forward and smash things.  Models are often tossed casually into a dead pile or bucket.  If one breaks, don’t worry, we have 300 more at least.  A completely painted ork army is like finding a unicorn.  Also, waaghs are usually screamed at the top of our lungs, so don’t say I didn’t warn you.

The Unprepared Guy:  You can pretty much count on this guy to bring most of the models he needs to play, and that’s about it.  Don’t be offended if he needs to borrow dice, templates, rulers, codex, ect.  A few proxies will always be in his list, since he almost always left something at home.  Why are there coke bottles all over your table? Oh, you forgot your drop pods.

The Non-Gaming Gamer:  These are the guys that always have an army, cool model, ect, but it’s never with them.  It’s in the closet at home.  This can range from a small force of Imperial Fists to a whole Regiment of Astra Militarum.  Despite multiple attempts to get these guys to play, they always forget to bring their army.  Interestingly enough, they are always willing to sit around and comment on your game.  They just don’t ever play one of there own.

The Win At All Cost Guy:  Commonly referred to as a WAAC player.  This guy has one goal whenever he plays a game, to win.  He is the idiot that came up with a 20 obliterator list when the unbound rules leaked.  Fluff, rules, decency towards his opponent, none of these things are even a consideration when he puts his model on the field.  Anyone who refuses to play him is just afraid to lose (in his mind).

The Ugly Painter:  This guy seems to be stuck at basic painting level.  We all started there, and most of us try to move beyond that.  Not him.  His painting is thick, sloppy, and usually lacking in any types of washes or highlights.  You almost cringe when you see his models.  You got to give it to him though, it takes guts to cover a few hundred dollars of plastic with craft store paint.

The Soccer Announcer:  This guys loves to narrate his games.  Unfortunately for his opponent, other guys in the shop, and the neighbors down the street, he chooses to do this narration like a Mexican soccer announcer.  Loud and full of long drawn out screams.  You can remind him to turn the volume down, but inevitable the volume will creep back up.  Like when some thing awesome happens.  Making an armor save will suffice.

The Apocalypse Guy:  He seems to have a large force of apoc only models.  Like several titans or other super heavies.  He lives for those 8 hour apoc games.  He scratch built his own Emperor Titan (it doubles as a cosplay outfit).  He has the old armor cast titans.  Considering he only rolls them out once or twice a year, no wonder he goes crazy during these games.

The Punching Bag:  This guy loses.  That is what he does.  He always starts each game with loads of enthusiasm and confidence, despite his 0-118 record from 6th.  You got to give it to him though, he knows no quit.  He always comes back for another round.  Not many of us could do that.  Side note: he is a great way to test out a new army list.

The Fluff Bunny:  This guy loves him some fluff.  He has probably memorized every codex, black library novel, and main rule book that he has got his hands on.  If you want a fun conversation, ask him about what happened to legion 2 and 11.  Any army he plays is a reflection of whatever piece of fluff that has caught his eye.  Horus heresy was made for this guy.  Now if only he could just get that unit of Gaunt’s Ghosts guardsmen to take down an entire chaos war host.

The Dark Angel Player:  He plays the space marines with the worst kept secret ever.  The emo marines.  Oddly enough this player to has fallen too.  He was so excited to get his new codex at the beginning of 6th.  As his codex fell in strength, he began to take on the dark brooding nature that his marines are sporting.  Now you can find him in the corner of most stores eying up all the other marine players jealously.  Apparently the good old first legion forgot to grab their grav guns on the way out of the armory.  Maybe there hands were too full with all those different plasma weapons.

The Resin Junkie:  This guy loves him some forgeworld resin.  Who cares that it cost more by ounce than gold.  If there is a version of a model in plastic and resin, you can bet he will have the resin.  Every new release by the mighty forgeworld brings joy to his life.  He stock piles his purchasing so he can get the free shipping, so you can usually jump in on his order and save yourself the 15%.  He seems so addicted to the stuff, you start to wonder if he is snorting the resin fillings collecting around his hobby desk.  Oh look, they just released the MK III B.2356778 Predator Redeemer, guess he will be ordering three of them.

The GW Fanboy:  This guy loves GW, even if that love does seem to be one way most of the time.  They can do no wrong in his eye.  Everything they produce, whether it be a rule book, codex, or model, is awesome.  He goes to every GW event he can, and usually has the shirts and event only merchandise to prove it.  He loves to tell stories about that time he met Graham McNeill.  Collector’s editions and limited run items were made for this guy, even if they do mean he can’t move out of there parents house for another few months now that his savings is gone.  No amount of internet hate can stop the GW Fanboy from keeping on his path.  Good on you GW Fanboy, we need some positive people in our community some days.

Rules Lawyer – The name says it all.  You will often find yourself in an abstract world when you play this gamer.  Such topics as the definition of “is” can become common place.  Interesting to note, his interpretation of the rules can often change and always seem to benefit him the most.  He is also the kind of guy who feels like pointing out your mistakes, no matter when they happened.  What’s that?  I moved my Assault marines out of initiate order in that game we played three weeks ago?  I am sorry, I am sure your fire warriors would have curb stomped them in that case.

Turtle Gamer – This gamer has one plan in every game he plays.  Defense.  Expect him to castle up and shoot at anything that comes close to him the entire game.  The double whammy in this case is they also tend to be indecisive in there actions.  A turn can take an exceedingly long time as he figures out everything.  You want to ruin his day?  Deepstrike two units next to his castle and watch his brain melt as he struggles with target priority.

The Finesse Gamer – This gamer thrives on making intricate and complex tactical plans to destroy his foes.  It’s important to him that he never wastes a shot, each bullet is precious and must always be applied in the correct location.  The movement phase is this players bread and butter, each move is precise and design to fit into his master plan.  Ultimately games end one of two ways with this guy.  Watching him smugly execute his plans with extreme satisfaction, or watching the horror on his face as his lovely plans crumble.  Remember it is never his plans fault, its always the dice, your army is over powered, the angle of the sun, the humidity, whatever.  Never his plan.  He will often grumble the phrase “That unit should have died two turns ago” when the tide starts to turn on him.

The Meat Head Gamer – Disclaimer, this one is pretty much how I play.  His tactics and game plans are very simple.  Build big things, throw big things at enemies.  Watch things die, hope they aren’t yours.  Consider him the foil the Finesse Gamer.  Any sign of strategy or tactics is abandoned as soon as he sites a big shinny target on the field.  The only reason these guys win games most of the time is through either A) ridiculous luck or B) an opponent who doesn’t take the chance to lead him around by the nose.  The phrase “never tell me the odds” pretty much describes his play style.

The ADD Gamer – This guy, as the name implies, can never seem to focus.  It goes for all things.  His games are full of interruptions either by chatting with his opponent, passers by, the wall, his models, ect.  His armies are a constantly rotating door of units and codexes.  You never seem the same list twice.  Sort of begs the question as to where these new models and armies keep coming from.  Maybe he is selling his meds to desperate college students cramming for finals.

The Stat Junkie – This guys is obsessed with tracking every little stat in the game.  How often you rolled better or worse than statically you should.  How many points he had to use to kill a unit of yours.  His win/loss record.  It’s like somehow if he can just get enough data, he can make a magical formula for writing a perfect army list.  It never happens though.  Nothing is more entertaining that watching him try to cope with you rolling above average for a turn or two.

The True Chaos Player – This guys is a little odd.  I am not talking about the run of the mill chaos guy.  I am talking about the guy that is truly devoted to the chaos gods.  They come in all the varieties you would expect.  Scrawny, long haired, finesse gamers that love Tzeentch.  Big fat smelly guys who worship Nurgle (usually a neck beard).  Creepy oddly erotic scrawny guys who love Slaanesh.  And of course the loud meat head Khorne devoted.  Expect weird little touches in there army, like actual blood mixed into the paint.  Just try to never end up alone in a room with this guy.

The Neck Beard:  This gamer can be identified by his ridiculous amount of facial hair below the jaw line.  He doesn’t even shave. His hair just magically stops growing on his face, preferring the shady regions on his neck.  It looks itchy and it may or may not be hiding bits of food or models.  He tends to stroke this beard, for he has nothing but love for his neck pelt.  Good for him, because no one else loves it.  Seriously dude, you’re the reason female gamers run screaming from our store.

The Virgin: This gamer is defined by his discomfort caused by the female gender.  He has had so little interaction with the opposite sex that he often freezes when one wanders in.  Then his behavior will take one of two routes.  He will either A) become so uncomfortable in their presence that he shuts up and hides in a corner until she leaves, or B) Attempts to overcome his crippling shyness and talk to her.  Either way its about to get really awkward in here.

The Spammer: This guy only knows one way to play.  If one is good, 10 is better.  He sees no point in writing a balanced list, just cram as many of the same great unit or model into a list then let it rip.  Double force organization charts made this guy cream his jeans a little.  Units like the riptide, helldrake, and wraithknight made him weak in the knees.  He is the guy that is going to loose his mind with the new unbound army lists. No, I do not want to fight your 8 wraithknight list. I don’t care if it’s legal now.

The Space Wolf: Every space wolf player has the same dream.  To become a space viking and ride off into the Eye of Terror with good ol’ Leman Russ.  They will protect their beloved army from any form of insult.  They often will band together into packs when they get together, cheering each other on for more blood shed.  Take a close look at that group next time, they seem to have a lot more beards then the rest of the community.  It’s because their models have beards.

The Dedicated Father:  These guys unfortunately had to put their hobby to the side to perpetuate their gene seed.  Not a decision that most of them regret, but their gaming is now a far different experience.  Instead of hobbying or gaming in small doses frequently, they cram it all into a single day or weekend that the wife has given them off.  This is demonstrated by their months of absence at the store followed by their sudden and vigorous return.  Every minute matters to this guy.  He needs to cram in as much gaming before that phone rings and he must return to tend to his brood.  A moment of silence for our fallen brothers.

The Chameleon Gamer: His army is strategically designed to allow him to play as may codex’s as possible.  It’s paint scheme is usually neutral, allowing it to say it is a successor of any space marine chapter.  Most clever ones can make a claim to there army using the space wolves, space marines, blood angels, grey knights, dark angels, all the new codex supplements, and if they are really lucky, chaos space marines.  You never know what codex to expect, but it is usually going to be the strongest one against your army.  So, what’s it going to be today?  Feels like a Grey Knights kinda day.

The Anti-Painter: This guy is defined by the large numbers of grey plastic he fields.  He never paints anything himself.  He will buy painted models if possible.  Extreme forms of these gamers will pay to have their army painted for them.  Honestly though, they could care less about the painting, they just want to play games.

The Cheap Ass Gamer – This one is pretty self explanatory.  He is cheap.  He never buys a unit at full retail price.  Almost everything he has is second hand or old as hell.  Why buy new models, these 2nd edition orks look just fine to me.  It physically pains him when a new codex or main rulebook comes out.  He can either wait to try to get it on sale or second hand or suck it up and buy the new book to keep up.  He will often try to borrow books and make photo copies of them or try to pirate a PDF.  He also haggles like a son of a bitch.  No, I don’t think 5 dollars for my landraider is a fair offer.  Nope, 6 isn’t enough either.

The Table Flipper:  Rage is this guy’s response to everything. Rage at his models, rage at his dice, rage at your models, rage at your dice.  Rage at the neck beard that walked by an pointed out why he was going to lose.  Throwing models or dice commonly occurs with him.  A horrible turn can be accompanied by the legendary table flip and walk away.  Best not to play this guy that often.  Or with models you are attached to.

The Nay Smith:  This guy always thinks he is going to lose.  No matter the match up.  Everything terrifies him.  Regardless of how the game is going, he will constantly tell you that he thinks he’s going to lose it.  It’s even more frustrating when he doesn’t.  Regardless of how you try to point out the happenings of the game, he still thinks you’re beating him.  Yeah, I highly doubt that my unit of grots is going to march over and take the relic from your unit of terminators.  Pretty sure you got this one in the bag bro.

Whew!  That was a ton.  Now I can get on to making some new ones.

Fantasy: My conundrum.

2014-04-12-starwarsepisodeivhologramf22a7ae401c6d2a3Howdy everyone, Severus here.  I recently took to the twitters (@Nordic_Dude) and started a conversation with @Garagehammer about how my local fantasy community has died.  Since twitter is not the best place to tell a lengthy story, I decided to do it here.  I will confess, I was part of it’s down fall.

So, here is how it went down.  We had a nice little organised meet up at our FLGS (critical hit) every Sunday.  It worked out quite well for me.  40k on Saturday and fantasy on Sunday.  We even had a few small tournaments that were fun to play in.  Then some of the regulars stopped showing up.  Things came up, life happens, whatever no big deal.

So, less games were to be had.  Not a problem, most of my friends I game with also are combi-gamers (yes, I just made that term, trademark in progress).  So we would just bust out our 40k on Sunday as well.  It was around January that the shift really started to happen.  The dedicated fantasy guys all stopped coming in, so we just started to assume no more fantasy on Sunday.  We stopped bringing our armies, so when a random guy would show up there wouldn’t be any games for him.  And the cycle continued.

The garagehammer pod cast has literally been the only thing keeping my interest in fantasy over the last few months.  I have been working on many other projects (Iron Hands, Tau, Orks) since my VC was “complete”.  Let’s face it, an army is never complete.  Anyway, since the army was off the work bench it sort of became out of sight out of mind.

So, here I stand.  The local community we once had has all left.  I want to rally the men, get them back in and playing.  I just don’t know how.  There has been some talk between a few guys about making a sort of rotating fantasy group that hits a few of the stores in the area.  That way no one guy is always driving the big haul.  That seems like a lot to manage and keep going consistently.

I am not a good fantasy player by any means.  I am not even that sure on some of the rules anymore.  I am not the kind of guy you want organizing any sort of event, for fantasy at least.  So, I write this article to you, the warhammer twitter community (by the way, there needs to be some sort of better name than that).  Help me, you maybe my only hope.

GW New Release Schedule, Too Much of a Good Thing?

mit_fire_hoseHowdy everyone, Severus here.  I wanted to take a moment today to step away from the game and look at the business side of things.  For those of you living under rocks, GW has had a blistering fast release schedule lately.  It got me wondering, when is it going to be to much of a good thing?

Lets look back two years.  A few months after 6th edition dropped, GW started increasing the speed of there release schedule.  It started to boil down to one army and the associated models each month.  I for one was happy with this.  You got a big wave of new stuff.  Then you got 3 or 4 weeks to sort of digest all of that.  You got a chance to wrap your head around it, decide if you wanted it or not, learn to play against it, ect.

I think most people would agree that the monthly release schedule was better than GW’s previous “every once and a while” schedule.  Now, they never really marketed their new stuff up until the week before.  We had to rely on leaks and rumor websites to let us know what was coming.  To an extent, that was great marketing for GW.  We got little bits of info for a whole month, then BOOM!  New book, new models, nerds rejoice!

This January, things changed.  GW went to a weekly release with a weekly white dwarf.  Internally, they locked it down on the leaks.  We are essentially at the point that we have no idea what is coming until monday when someone leaks the coming friday’s white dwarf.  Then we wait a week from them to actually get the models in hand.  Is it a problem to have a weekly release with no real leaks letting us know what is coming?  No, life will go on regardless.

Or at least that’s what I would have told you prior to June.  Since the first week of June, GW has released at least one product every week that personally I wanted.  That’s when I really started to feel it.  My hobby budget is not getting any bigger, so there is only so much I can do.  I bought what I could, and put the rest on the want list.  Then good ol GW drops a box set I don’t need with a limited edition model in it. The want list is growing way to fast now.

Crap.  I am a bit of a competitionist when it comes to my armies.  I want to have it all eventually.  I didn’t buy the stormclaw box.  I missed out on a limited edition model and a few formations for my orks.  Life will go on.  Ultimately though it started to feel to me like drinking out of a fire hose.  I just can’t keep up with GW, model release and rules wise.

Now, personally, I don’t like space wolves.  Looks like they are next coming down the GW fire hose.  So, that will give me time to breath and catch up.  What about that space wolf guy though, is he going to get overwhelmed?  Is he going to feel like he can’t keep up with it all.  Is that going to drive him away from the hobby?

I don’t know.  I can tell you that I am starting to not like the weekly release schedule.  I am wondering if the gamer market is getting over saturated with new products.  We are just not that excited by the weekly releases anymore.  Some of use are feeling the financial burn, others the time burn it takes to keep up.  I know a few guys walking away from the hobby for those reasons.

How do you guys feel about the weekly release schedule?  Is it the right pace for you, or is it becoming to much?  Do you struggle to keep up on new models and rules?  Did you even know that besides a table, GW released a set of resin scenic bases to go along with it?  Let me know what you think in the comments.