Testing Tournament Ork List – It Feels Good to Waaagh

Howdy everyone, Severus here.  In my last article, I talked about two lists I had wrote for a small tournament coming up in a few weeks.  I had a chance to sit down and play a few games this weekend.  I decided to use the following list.  I felt like it was the most flexible list I could write, plus I love trukk boyz.

  • Combined Arms Detachment
    • Mek, Slugga and Choppa (joins ‘Eavy armor boys)
    • Big Mek, ‘Eavy Armor, Kustum Force Field
    • Grukk Face Rippa (joins ‘Eavy armor boyz)
    • 2 Mega Nobz with kombi-skorcha and Boss Mega Nob with 2 kill saws, trukk
    • 11 Tankbustas with Boss Nob (rides in a battle wagon)
    • 15 boyz with slugga, choppa, and ‘Eavy armor, Nob with power klaw and ‘Eavy armor (rides in a battlewagon)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Battlewagon with big shoota
    • Battlewagon with big shoota
    • 3 mek guns with traktor kannons
  • Combined Arms Detachment
    • Pain Boy (joins mega nobz)
    • Pain Boy (joins ‘Eavy armor boys)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk

The first game was against Shorereaper’s nids.  We ended up playing a crusade mission with 4 objectives and dawn of war deployment.  I won’t give you the full play by play, just the high points.  The tractor cannons were awesome!  They managed to ground two FMC next to mobs of boyz.  When they weren’t knocking guys out of the sky, they were forcing them to jink.  Combine them with the tankbustas and deffkoptas and I was hunting gown FMC pretty effectively.

As for the trukk boyz, they did a great job of getting out there and making a mess of things.  They worked well in terms of mobility, allowing me to re deploy quickly and throw more bodies at any problems I was having.  They felt much more flexible than one solid mob (green tide style).

The mega nobz were a bit of a disappointment in this game.  They went hunting a tervigon and instead got bogged down in a mass of termagaunts.  They would win combat every time, but always loose a wound or two in the process.  Those damn little bugs were fearless, so I got tarpited to death.

In the end, the orks took the game.  We were sitting on two objectives to my opponents one with slay the warlord and line breaker.  A good showing considering the nids had two flyrants, two crones, an exorcine, a tervigon, a brood of zoanthropes, and a tyrnanofex in the list.

The next game I played was against Augusta’s Minotaur force.  Mission wise, we rolled up the relic with vanguard deployement.  In terms of stand out units for this list, the mega nobz were awesome.  They managed to get a turn one charge off on a 10 man unit of assault marines with a chaplain and killed all of them in one round of fighting.  That was some awesome rolling!

The tankbustas were amazing once again.  They managed to take down a stormraven that went into hover mode with one round of shooting.  The poor tractor cannons were shot to death with stupid hellfire rounds from the sternguard.

The trukk boyz were the stand out here.  Turn two I was able to basically set all of them up in a bubble around the relic.  I manage to assault and kill just about everything that got too close to the relic.  That gave Grukk and his mob the chance to hop in and grab the relic and get out.  The mobility of these units is what makes them work.

In the end, I held the relic and first blood.  Victory for the orks!

Overall I am happy with this list.  It has some amazing mobility.  It allows me to redeploy my units to where I need them to be effective.  Then I can overwhelm key points in the enemy force.  For now, I think I am going to stick with this list.

That’s it for today.  Until next time this is Severus saying have a good one and take it easy.

Another Go at a Competitive Ork List

Howdy everyone, Severus here.  I have been in an ork mode lately.  Lots of new models acquired, working on painting more boyz, and trying new lists.  Our local game store, Critical Hit, is hosting a tournament at the end of the month of April.  In previous tournament, I have ran tau and iron hands.  I finally think my orks are at a place where they can be competitive.  I have two lists I would like to talk about today.

First up, the tournament format.  Ultimately, a lists performance depends on the setup of the missions and restrictions on building a force.  List restrictions are 1850 points, army comprised of no more than 2 sources, lords of war are allowed, forgeworld is allowed.   It is a smaller tournament, and in order to get it done in a day, they are planning on 3 rounds.  Round one will be the relic with hammer and anvil deployment.  Round two will be crusader (with 4 objectives) and vanguard strike deployment.  Round three will be the scouring with dawn of war deployment.  All ties are decided by kill points.  All rules questions refer to the independent tournament circuit faq.

So, with all that nonsense out of the way, on to our first list.  This list is based around the popular green tide formation.

  • Green Tide
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • 10 boyz with slugga and choppas, nob with power klaw
    • Warboss with ‘Eavy Armor and Power Klaw
  • Combined Arms Detachment
    • Mek, slugga and choppa
    • Grukk Face Rippa
    • Mad Dok Grotsnik
    • 10 boyz with shootas
    • 10 boyz with shootas
    • 3 deffkoptas with twin linked rockets
    • 4 deff koptas with twin linked rockets
    • 3 tracktor kannons

The idea with this list it to throw the mek, Grukk, and Mad Dok into the green tide.  Mad Dok makes them fearless and feel no pain.  Grukk is awesome in combat with his one re roll to hit and a shred power klaw. The mek is there to soak up a challenge.  All in all, the green tide has 11 strength 8 power klaw models and 2 strength 10 power klaw models.  That is a lot of damage out put.  In terms of defense, it is 130 toughness 4 wounds with feel no pain and 6+armor.  The other boys are meant to try to hold some objectives.  The mek gunz try to deal with any flyers.  The deffkoptas are for popping armor.  The green tide deals with anything else.  Overall the list has 19 kill points (the green tide gives up 11 kill points if it is completely destroyed)

Here is my concerns with that list.  One, it has very limited ability to score objectives (since the green tide can only hold one objective).  In a game like the relic, the green tide will rock.  Otherwise I am going to be hard pressed to score anything at the end of the game since my other units are so small and a smart opponent will target them quickly.  I am also worried about fatigue.  I have not played a green tide in a tournament setting.  I know it is time consuming to move and sort out combat.  I am not sure I can get through three games in a day with it without much fatigue.

So, for my second list, I tried to write something that I am more familiar with.  I also tried to make a faster more maneuverable list.

  • Combined Arms Detachment
    • Mek, Slugga and Choppa (joins ‘Eavy armor boys)
    • Big Mek, ‘Eavy Armor, Kustum Force Field
    • Grukk Face Rippa (joins ‘Eavy armor boyz)
    • 2 Mega Nobz with kombi-skorcha and Boss Mega Nob with 2 kill saws, trukk
    • 11 Tankbustas with Boss Nob (rides in a battle wagon)
    • 15 boyz with slugga, choppa, and ‘Eavy armor, Nob with power klaw and ‘Eavy armor (rides in a battlewagon)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Deffkopta with twin-linked rokkits
    • Battlewagon with big shoota
    • Battlewagon with big shoota
    • 3 mek guns with traktor kannons
  • Combined Arms Detachment
    • Pain Boy (joins mega nobz)
    • Pain Boy (joins ‘Eavy armor boys)
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk
    • 11 boys with slugga and choppa, nob with power klaw and boss pole, trukk

The idea is that I have two really good combat units, the mega nobz and grukk with the ‘Eavy armor boys.  Both units have feel no pain.  Depending on the opponent, I can put the kustom force field mek in the ‘Eavy amor boys or tankbustas to give there battle wagon some protection or the mek gunz to give them some protection.  The tankbustas are great at popping tanks (duh) and any knights that come around.  The deffkoptas are single man units to run around and hide, then try to score at the end.  The trukk boyz either jump on easy targets or run around hiding and try to score at the end.  All in all, this list has 23 kill points.  The biggest benefit though is it’s 9 units with objective secured and good mobility.

The problems I have with it are that all those trukk boyz are pretty easy to kill.  They can deal some damage, but really can not take a punch.  A good shooting army would have a field day with them if I don’t have enough cover.  Mission wise I also think this army will struggle with the relic and give up a few extra points in the scouring.

Overall, I am torn.  Both lists have there advantages and disadvantages.  Deep down in the depth of my orky heart, I think the green tide list is more competitive.  Honestly though, I am not in that tournament to win it.  I just want the orks to make a good showing for themselves.  What do you guys think?  Give me some feedback.  I will try to get some test games in with these lists. Until next time, this is Severus saying have a good one and take it easy.

Weekend in Review – Shorereaper

Another weekend, and another four 40K games played. This weekend was a weekend of one win and three significant losses. Two of the three losses were so bad that if I didn’t concede, I would have been tabled. In fact, one game was so bad that by the end of turn four, there were only four marines left on the table. They were in four different units, but still, only four marines.

The first game I played was with my Carcharodons against the Lord Primarch’s Necrons. My list was a very non-competitive list, and between that, some very poor tactical decisions, and my rolling, I had a very unlucky game. For example, Tyberos managed to kill two Necron warriors, and nothing else. And one of those warriors was killed by orbital bombardment. The second was killed in close combat, and that was all she wrote. I may have killed a few more models with the rest of my Army, but I do not think I even removed a complete unit. The Primarch’s Destroyer Overlord was nearly undestroyable. So, in the end, my Carcharodons did not have a good showing.

The second game, which was at Critical Hit, was that same Carcharodon list against some Tau. This game went much better for the Space Sharks, thanks to some poor reserve rolling by my opponent and another soft Tau list (yes, it is possible). For example, his Riptide didn’t come onto the board until turn four. A deepstriking unit of stealth suits misshaped, allowing me to place them in a position where it took two turns to get into a position where they would be able to do any good, and by that time I had it knocked down to just one model. This allowed me to rack up some easy kill points before the serious firepower game into play, and by the end of the game I had 7 victory points more than my opponent. And Tyberos actually did some work in this battle! He tore through some sniper drones, a hammerhead tank, and a unit of fire warriors. Not much, but much more than the two Necron warriors in Friday’s game.

The Third game I got in was my Tyranids against the Lord Primarch and his Ultramarines. I wrote a friendly list that was intended to try out my Sporocyst for the first time. My opponents list was also pretty soft, but by the end of turn one, I knew I was in for a struggle anyway. His bike squad (and one final bolter shot) managed to take out the cyst in turn one, so I didn’t even get to try out the new unit. His alpha stike and the rest of his army managed to collapse my entire left flank except for one lone Broodlord. My Raveners were cut in half, as well as my Hive Guard. My Exocrine was dead, as was the Sporocyst (which was the only unit on the right flank that was killed. Immediately I was facing an entirely new game, reacting to his deployment rather than being able to play offensively. I didn’t even make it into turn three without feeling that the game was lost. What I learned, or more accurately confirmed, is that taking 6 Raveners and 9 Warriors is not really a good plan, which was again confirmed in my fourth game.

The fourth game had my soft list of Nids face off against some Grey Knights, and again, it went badly. The Dreadknight, which I admit I was nervous about, killed my Exocrine, and then died. A unit of Palidins faced off against my Trygon Prime, and did kill it after a few turns. In a last ditch effort for some points I landed my Flying Hive Tyrant, which promptly died giving my opponent another objective and slay the warlord, which lead to me conceding again.

So, four games, three poor showings.

At least I know I can write a soft list.

Time to Prepare Me Waaaagh!

Ork_Freebooterz_WarbossOy, listen up ya gitz!  Kaptain Klaw is takin’ over again.  It’s time I gotz da rust knock off of da boyz and put a proper waaagh together again.  Now den, da first step to makin’ a waagh is makin’ sure ya got da right boyz for da job.  Dat is what we iz goin’ do today.

Severus breaking in here.  I promised the ork I would translate for him.  Basically he wants to go over his new list idea with you.  Try to bear with him.

Damn hummie, shut up.  Da gitz know what I am doin’.  Anyway, havin’ had plenty of time to sit on my kroooza and think ’bout what I wantz, diz iz what I come up with.  Diz here group of boyz is meant to be tough as nails, like me!  It is composed of two of dem combined armz detachmentz, whatever dat meanz.

  • Grukk Face Ripper (goes with boyz in battlewagon)
  • Big Mek with Mega Armor and Kustom Force Field (goes in flash gitz)
  • Pain Boy (Goes with grukk or flash gitz)
  • Pain Boy (Goes with mega boz)
  • Mega Nobz, 3 with dual kill saws in a trukk
  • Tankbustas, 9 with a nob (goes in battlewagon)
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Boyz, 11 with a nob (power klaw and bosspole) in a trukk
  • Deffkopta with twinlinked rokkit
  • Flash Gitz, 9 with a kaptain
  • Mek Gunz, 3 traktor kannons
  • Battlewagon, big shoota, extra armor, grot riggers (grukk and boyz)
  • Battlewagon, extra armor, grot riggers (tankbustas)

Total 1996

I like dis list.  Da meganobz sound like dey would be great for throwing at da enemy, cause lots of fun and chaos.  All dem boyz in trukks is great for running around and makin sure we get da charge we wantz.  Grukk iz a proper killy lad, and with all dem boyz he should definitely makez it into da scrap.  Da tankbustas are in a battlewagon since a trukk diez way to easily for dem ladz to get anythin’ done.  Da mek gunz and da flash gitz give da boyz some covering fire and keep da back field secured. Da lone deffkopta is dere just because we could fitz him in.

I tried to talk da kaptain into dropping the deffkopta and put in a few meks to soak up challenges.   His response was that wasn’t very orky in his mind.  I will see if I can’t convince him yet.

What do ya ladz think?  Pretty snazzy, right?  Model wize I haz a lot of dat stuff.  Just need some more mega nobz (so I can buildz a megamek) and more mek gunz.  Until next time diz iz da kaptain saying have a good one and WAAAAAAGH!!

Uh, yeah, what he said.  

Duel with the Dule

Hey all, Shorereaper here, and I am going to give you my perspective on the the game I had against Severus this past weekend.

As you can see from the previous post, my list was very Monstrous Creature heavy, and very much deployed on the front line. I knew I had to get most of my units into close combat, and I new they would take a lot of firepower trying to cross the battlefield. For my psychic powers, I managed to get Catalyst (feel no pain) on the Swarmlord, as well as the Horror and Psychic Scream. The Hive Tyrant got Psychic Scream and Onslaught. Of course, all four psykers got Dominion, meaning I would have two to four synapse creatures at any given time. Getting ready for the game, I felt that my best chance was to go first and get in the Tau’s face as quickly as possible. Luckily for me, I managed to seize the initiative.

Turn 1 –
This was a relatively short turn for me. Everything my army moved forward, and moved forward fast. I was going to play this game aggressively and I decided to ignore the Stealth Suits coming up on my rear flank. The Hive Crone and the FHT took to the air and immediately got into firing range.

Left Flank closes the gap.

Left Flank closes the gap.

In the shooting phase, the template from the crone took out a few fire warriors in one unit. The Hierodule, with its 12-inch move, was able to barely get into range and managed to cause a wound on the Broadsides. Of course, I ran the Hierodule after that, thanks to its agility special rule. The FHT shot at the unit of Fire Warriors with the Etheral, and killed him. Everything else just ran forward, or in the Swarmlord’s case, lumbered forward at a slow walk. The Exocrine also fired its large blast weapon, picking off a few drones.

Left Flank move up fast.

Left Flank move up fast.

Then came the pain. Severus unloaded into the Hierodule and a few of the other monsters that were trying to close the distance. The Stealth Suits and Vespids picked off a few Genestealers on the one flank. The Hierodule took three wounds, and the flying HT was brought down to just one wound. I forgot how much firepower the Tau could bring to bear in that first turn.

Here come the Nids

Here come the Nids

As I am sure Severus will say in his blog, he decided to charge his Vespids into my Genestealers. I figured this was going to go well for me. And while it did, it didn’t go as well as I hoped. While my Genestealers did kill the majority of the Vespid, and they managed to kill one Genestealer, they stayed locked in combat thanks to an amazing roll of snake eyes.

Turn 2 –

My turn two movement was exactly the same as my turn one. March forward and pressure the enemy. The FHT flew behind the Hammerhead while the Crone swept to the right. The Dule and the Dimachaeron moved in close to the left flank (again, from my perspective). The Exocrine stayed put this time, meaning I would be able to use the slightly better Ballistic Skill.

Turn 2 b

In the psychic phase, like most of the game, I managed to get off catalyst, giving the Swarmlord unit and one other unit feel no pain. I also used some dice to give most of my creatures a better synapse range (including the Broodlords).

It begins

It begins

In the shooting phase, the Crone weakened another fire warrior unit, the FHT took down the Hammerhead, and the Exocrine took out some drones (and may have cause a wound to the broadside unit). Again, all of the other units ran to close the gap on the Tau.

In this assault phase, I thought I would start to significantly crush the Tau. The Raveners charged the 4 Tetras hoping to reduce the number of markerlights that could be brought against me. The Hierodule charged the R’varna. Well, the Hierodule tried to charge R’varna. I failed to successfully make the five-inch charge that was needed. The Raveners took down two tetras, and the Genestealers finally killed off the Vespids, which opened them up to shooting in Severus’s turn.

Raveners cause the destruction of two Tetras

Raveners cause the destruction of two Tetras

Again, my units had to deal with more shooting. This time Severus brought the Hive Crone down to one wound, shot more Genestealers, and only caused one wound to the Hierodule. Severus did manage to kill off the Venomethrope and one Hive Guard with the Y’vahna, and then fled far enough away that I would not be able to charge it in my turn.

Hierodule leading the charge. After the failed charge.

Hierodule leading the charge. After the failed charge.

Turn 3 –

As with all of my movement phases, the Tyranids kept charging forward, except for the Exocrine. I shifted the Hierodule for a slightly better shooting and charging position, and the left flank Genestealers closed in on one unit another unit of Firewarriors. The Crone and the FHT, both with one wound each, flew off the board to safety. The Raveners continued to pursue the Tetras.

One Hive Guard Making sure the rear is clear.

One Hive Guard Making sure the rear is clear.

In my shooting phase, the Exocrine fired at the Y’vahra, and cause one wound. The Hierodule toasted all but one Fire Warrior in one unit and caused some wounds to the Broadside unit. Most units, of course, ran forwad.

Hierodule preparing to assault the R'varna

Hierodule preparing to assault the R’varna

This is where the heavy assaulting started. The Raveners charged the Tetras again, the Genestealers and the Dimachaeron charged the larger unit of Firewarriors, and the Hierodule charged the one Firewarrior he didn’t kill (talk about overkill). The Raveners didn’t kill anything. The Genestealers and the Dimachaeron (on the left flank) managed to kill their firewarriors, and of course, the Hierodule killed off the one Firewarrior.

Here comes the Dimachaeron

Here comes the Dimachaeron

After my turn, Severus managed to kill the Exocrine and even more Genestealers. He also knocked the Hierodule down to one wound. I will say this now, that Hierodule can take a lot of firepower.

Turn 4 –

By turn four, the Tau were beginning to be cornered. I moved the Swarmlord into position to charge the Y’vahra. The Crone and the FHT moved into position to also shoot the Y’vahra. The Hierodule and the Dimachaeron moved into position to charge the R’varna. I was also finally frustrated with those Stealth Suits and moved the Broodlord into position to charge them. Sadly, that Broodlord was the only model left in that unit.

The last two Raveners preparing for another attack.

The last two Raveners preparing for another attack.

In the assault phase (nothing happened in my shooting phase), the Swarmlord managed to kill the Y’vahra. The Dimachaeron and the Hierodule killed the R’varna, and the Broodlord took out the unit of Stealthsuits. However, the Raveners tried to assault the Riptide, and were finally killed off.

Dimachaeron prepared for his next assault.

Dimachaeron prepared for his next assault.

And then it finally happened. After three full turns of being shot at, the Hierodule could no longer stand up to Tau firepower. The last wound was finally knocked off. I am left feeling that my first game with the Hierodule was successful, even if he didn’t make it to the end of the game. The FHT also was finally taken off the board.
Turn 5 –

With almost no available shooting left from my army, I just tried to shoot two tentaclids at a unit of firewarriors, killing off one. This being my final turn (unknown to me at that time), I charged the Dimachaeron into the broadsides and the other Broodlord into the remaining tetras. I did successfully kill one tetra (losing a Genestealer in the resulting explosion) and finally finished off the Broadsides.

In what turned out to be Severus’s final turn, he killed off the Dimachaeron with a lot of firepower. I still had the Swarmlord (and two of his guard), two Broodlords (but no Genestealers), and the Hive Crone.

So, throughout the game, I left my right flank soft and exposed, but thanks to a lucky scatter from Severus, the flank never collapsed. The left flank hit hard and fast, which seemed to work in my favor for this game.

Turn 4 c

So, the Tyranids managed to pull out a victory under the stated conditions. I had some MCs left on the table. And even when we broke it down by the modified victory points, my Tyranids managed to take home the victory. Although I believe I had an advantage with the Hierodule, it was still a very close game.

Set up 1

 

The Myth of Old One Eye – Results

I lost. I lost bad. The Lord Primarch tabled me by turn three in my scenario with Old One Eye, but it was a lot of fun. I knew going into the game that the list I was taking was probably going to lose bad. Those who know the Tyranids will see a gaping whole in my list, but I wrote it only for fluff purposes. The list I brought consisted of:

Old One Eye
Venomthrope brood of 3
30 Termagants
30 Termagants
30 Hormagaunts w/ Toxin sacs
14 Genestealers w/ Talons
13 Genestealers w/ Talons
9 Ripper Swarm Bases
6 Raveners w/ Rending Claws
30 Gargoyles
1 Carnifex w/ Adrenal Glands

Old One Eye 5

The Primarch took Sgt Telion, a Culexus Assassin, Tyrannic War Veterans, three units in drop pods, a Bike Squad, a command squad, a psyker, a Stormtalon, and a Thunderfire Cannon. I am probably wrong on exactly what was in his list, but you get the idea.

Now, any Tyranid player will tell you that there is a serious lack of units with a synapse range. There is a reason for this. I thought that since Hive Fleet Behemoth was already defeated, only smaller creatures (except One Eye) would be left on the planets. I admit, I added one more Carnifex into the list, but I felt that lack of synapse creatures just added to the fluff of the game. This was a cleanup action for the Ultramarines. And boy did they clean up.

photo

I had first turn, and it went bad right off the bat. Since I had no Synapse creatures, I had to take instinctive behavior tests on all my units except the genestealers. The gargoyles failed, and fled to the nearest terrain. The Raveners failed, but caused no unsaved wounds to themselves. The Venomthropes failed, using Old One Eye’s leadership, and fled off the board. That’s right, before the game really started, I gave up first blood and three additional kill points since they are an elite unit.

By the end of the game, I killed the Primarch’s bike unit, his assassin, and one tactical marine. He killed everything. I made him finish the game. I forced him to actually table me.

Not that it mattered, that was accomplished by turn two.

I already knew that I needed synapse creatures, but this proved how badly they are needed. But at least it was a fun game.

Weekend in Review – Shorereaper

It was another great weekend for gaming, and I got to try out a lot of Tyranid units I don’t normally use. I figure this post would be good to give my honest opinion on a few of those units now that I have another game under my belt with them.

The first game I played was a scenario out of the Leviathan book against the Adepta Sororitas. There were three large blast sized objectives. These objectives would move towards the Sisters table edge if the closet model to them was a Sisters unit, and if the closest unit were a Tyranid, it would move directly away from the Tyranid unit. Sister player scores the objective if they can get the objectives off of their table edge, and I would score them if I could harvest them (mmm… tasty). By the end of the game, I harvested all three markers (or would have had my opponent not conceded). My deployment zone limited my options, so a lot of my units were held in reserve. This was the game where I tried out the units I don’t normally use.

The second game was a quick 1500-point game against the Blood Angels, and again, the Tyranids were successful. The only surprise unit I took was Old One Eye, and this now makes him have a 2–0 record! Like I said, the game was quick. I had some incredible rolls, and even the rolls that didn’t go well probably ended up helping me in the long run (not running out of terrain). My opponent couldn’t make any of his invulnerable saves when he had them, and didn’t do all that well when it came to his armour saves. Old One Eye had three squads (2 Five-man assault and 1 Five-man Tactical) against him at one time, and they still only caused him one wound. He really held up better than I thought he would.

Now, on to some of those unit reviews I promised.

Old One Eye – This buffed up Carnifex is a lot of fun to use. And once he takes his first wound, he gains feel no pain at the start of his next movement phase (if he is your warlord). I do believe that Old One Eye could be a great unit in fluffy games, but I wouldn’t use him in games that I wanted to be highly competitive. There are better HQ choices. I do see me fielding him on occasion though.

Maleceptor – DO NOT TAKE THIS UNIT! Yes, he looks cool, and in this weekend’s game, he was actually a little more productive than in the previous fame, but only in close combat. The one time I got his psychic power off, he missed his shot. He did kill a unit of sisters and a tank, but in close combat. This is not what he is intended for. He also provided a synapse range, which in this list was uncommon, but there are so many better options. So my Maleceptor will be sitting on the shelf looking pretty.

Haruspex – DO NOT TAKE THIS UNIT! This may actually be worse than the Maleceptor, at least the Maleceptor has an invulnerable save. I can think of only two redeeming values of the Haruspex. 1. It looks really cool. 2. Most opponents, not knowing what it can (or cannot) do, will concentrate on killing it, freeing up the rest of your army. In three games I have used it in so far, its kill tally is one Ork Boy. That’s it. To get it anywhere, you need to give it adrenal glands so you can get fleet; raising it’s cost even more. It has one “shooting” attack that will hit 50% of the time. I’d rather have a Carnifex.

Tyrannofex – Honestly, I cannot say anything about this model. Due to the limitations of my deployment zone (3 inches on each long table edge), I had to put this unit into reserves. And due to some poor rolling on my part, he didn’t make his way to the table edge till turn 4. Once he came out, he got one shot off, killed one sister, and that was game. I still do not know how to use it, or if I even should. Maybe I will give a better report later.

Mawloc – I hate Moloc. I have used the Mawloc in three games thus far, and I have had no success with him. I always try for his special attack, and in all three games I have managed to mishap and roll a 1. I cannot blame the unit for my bad luck, but after three times, I am pretty sure that I am never meant to play this unit. I think it does have potential, and I will give it another shot, but right now I am just a bit disheartened.

Harpy – Ah, the other flyer. I cannot say, “Do not take this unit” as I think it does have it’s uses. I just would rather take the Hive Crone. The crone, with its template attack, it’s missiles, and its S8 vector strike is just more useful. The Harpy, with its blast weapon and its bombing capability is just more limited. And once your opponent makes you jink, it’s pretty much out of the picture. Again, it has its uses, but there are better options for about the same price.

So, that’s it for my report this week.

Oh and Six

As I said in my post on the 26th, I wrote a few new Tyranid lists based solely around close combat. For example, when I take 9 warriors, I take additional talons for the extra close combat attact. I actually wrote three of these lists. A 1500-point list and two 2000-point lists where the entire list is centered on close combat. In the 2K lists, the only shooty unit that I have included is one Hive Crone to deal with flyers if my opponent takes them. My 1500-point list doesn’t even have that.

Now, while I wrote these lists knowing that they wouldn’t be competitive, I didn’t think that they would be as uncompetitive as they turned out to be. Let me sum up the six games I played these lists.

1. 1500 Vs. Daemons. Tabled in turn 5.

2. 1500 Vs. Minotaurs. I conceded in turn 4. I would have been tabled in Turn 5.

3. 1500 Vs. Eldar. I conceded in turn 5. I would have been tabled in Turn 6.

4. 2000 Vs Orks. It was a blood bath. I can’t even remember how this ended, except it ended in a loss.

5. 2000 vs. Ultramarines. I conceded in Turn 4.

6. 1500 vs. Space Marines. Played to the end. Lost a kill points game by one point.

So that is six games played, and six losses to go with them. I knew these lists were bad, I just didn’t realize they were that bad. I have had a lot of fun playing them. That was actually the intent of the close combat lists. But I had hoped that they would be a little more competitive.

There are some good things about the lists. First, I have no choice about what to do in my shooting phase. Everything runs. And since most units have fleet, I can usually get a good run off. Second, I like playing this list against newer players. It gives them a chance since I am not monster heavy or a lot of flying MCs. Third, it really is entertaining. I can play the list like I would love to play the Tyranids. I am going to get in my opponents face. Well, I am going to try.

I will say this. In all six games I ended up with the psychic power of Onslaught. So I can allow one of my units to run and shoot in the shooting phase. I get this six times with an army that does not have a single shooting unit.

These lists may be fun, but I think I need to go back to my older, more winnable lists.

Tournament Tyranids List 1750 PTS

Tournament Tyranids List 1750 PTS

So Augustus and Severus blogged about the lists they expect to take to the Tournament in a few weeks, and I figured it wouldn’t hurt if I did. I am going to run my Tyranids, but I am entering the tournament to have fun and see how my 2K-point list would do, obviously reduced to 1750 points. In my list I am including:

The Swarmlord
Hive Guard Brood (3)
Flying Hive Tyrant with 2 Twinlinked Devourers W/ Brainleech Worms

Venomthrope

10 Genestealers (and one extra talon)
30 Termagants
Tervigon

Hive Crone
Hive Crone

Carnifex with Adrenal Glands
Carnifex with Adrenal Glands

So, do I think this list will be competitive? Truthfully, it is not the most competitive list I could bring. I know I could drop the Genestealers for another Crone, Carnifes are not the best unit for their price, and dropping the Swarmlord for another Flying HT would probably be a much better list. But I know this list; it’s not a list that I will be playing for the first time.

The Swarmlord, with his guard, has 11 wounds, meaning I will probably be able to get him into close combat, and just wreck units. The Flying HT will give me synapse where I need it (in theory), plus 12 twin-linked shots at S6 is a powerful weapon. The Venomthrope gives me +2 to my cover saves, meaning I may be able get more units across the table with some wounds. Sure, it may give up first blood, but the cover will help.

10 Genestealers is a unit that cannot be ignored, but I expect them to be eliminated pretty quickly. I may actually split them into two small units, forcing my opponents to aim at them and split their fire. The Tervigon is a massive T6 MC with 6 wounds and objective secured. Plus it will be spawning at least one more objective secured unit. And of course, I took 30 Gants that will have to be knocked off an objective.

Two Hive Crones are my anti-air, and with a S6 AP4 template, I could cause some serious damage to anything, except for those darn Space Marines.

Finally, two Carnifexes with Adrenal Glands, my heavy anti-tank units. These I am just going to march right up the table. And with the Adrenal Glands giving me Fleet, I have an even better chance of getting off some good run moves.

I still see this as a weaker list, but I think it could be fun. I know I am going to struggle against those darn space elves, but at least Augustus is not bringing that damn Moloc, I hate Moloc. But I do see me struggling. I may do ok against the Orks, but Severus talked about an evil Tau list that may make me cry.

Not knowing exactly what I am facing, I am going in for the fun and the experience. And who knows, maybe the Tyranids will pull of the upset. Or maybe I will be the one who ends up upset.

Tournament Ork List 1750pts

Howdy everyone, it’s Severus again.  Last week I talked about the tournament woes of the orks.  I think I found a list that could compete, so I decided to test it out prior to the tournament.  Nothing like jumping into the deep end, I tried it out against Augustus’ Eldar.  Before we get into the battle report itself, lets go over the list.

First off it is 1750 pts and I decided to use a single combined arms detachment.  I know, I have argued about the benefits of the ork horde detachemnt.  Honestly though, I felt like I didn’t need that third HQ slot, so I took the CAD to get objective secured.

Ghazghkull
Mad Dok Grotsnik
Pain Boy

30 boys, Nob with power klaw and boss pole (slugga choppa)
30 boys, Nob with power klaw and boss pole (slugga choppa)
30 boys, Nob with power klaw and boss pole (shootas)

Dakka Jet with additional supa shoota
Dakka Jet with additional supa shoota

Battlewagon with extra armor, deff rolla, grot riggers, and big shoota
15 lootas

Total is 1740pts

The idea behind this list is that with 90 boys I can make a big enough footprint that the enemy can’t skirt around my force.  Something should make it into assault range, and there we will shine.  Pushing 90 bodies up the table applies some real pressure.  The lootas and dakka jets offer some shooting support to try to cover my advance.

Mad dok goes in one unit of boys.  Giving them fearless and feel no pain is huge, plus he aint bad in a fight.  Ghazghkull goes in another.  His leadership 9 is great for the mob rule, and of course he is a beast in a fight.  His waaagh also allows him to run even though he is slow and purposeful, gives him a 2+ invuln and makes all the boys and lootas fearless for a game turn.  I throw the pain boy into to Ghazzy’s unit to make them that much tougher.  That is 60 T4 wounds with feel no pain.  Plus with a little clever use of cover they can be tougher.

I throw my lootas in the battlewagon for protection.  Allows them to hide in relative safety and can move quickly if the need to re-position.  This unit has done well for me recently.  Leaving lootas out in the open (even in cover) is a dangerous choice.  If your opponents realize the fire they can put out, they target them quickly.

The dakka jets are there for more fire support and to give my list some anti air.  I know, they are not that good.  I am limited by the models I have.  If I had 5 mek guns, I would easily run them over dakka jets.  In a pinch though, dakka jets will work.  The only thing I have had real trouble with in the past is the stormraven (an now it’s space wolf cousins).

So, that was theory behind the list.  Lets see how it played out.