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.


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.

Seldom Used Units

In my last post I mentioned how I was challenged to make a list using units I own but hardly ever use. I thought that it would make a great blog to go through the list and why I hardly ever use those units. Some of my reasons I am sure are valid reasons, but even I know that other reasons are just lame.

First, the two HQ units I am adding to the list. I am going to use Old One Eye and a Tryanid Prime in my list. Old One Eye is a recent addition to my collection and that is why he has actually never seen the tabletop. However, even if that were not true, even if he was a model I had for a while, I do not believe he would be played all that often. For 220 points, I am basically fielding a Carnifex. Not that I am complaining, as I do use Carnifexes often, but not in his format. He does bring with him the ability for units within 12 inches of him to use his leadership value for morale or leadership tests. However, he is only leadership 8, and a synapse would be better. He does have the ability to generate extra attacks in close combat, and his warlord trait does give him feel no pain after the first wound, and he does come with regeneration, so maybe he isn’t terrible.

As for the Tyranid Prime, I have used one of them before, and I have to say that it isn’t a bad unit. Dropping a Prime into a unit of warriors makes the warriors WS6 and BS4, making them slightly better. And with a toughness of 5, he is a little harder to cause instant death to. The rest of the warriors, however, they will struggle since they are much easier to kill. I rarely use the prime because I feel the other HQ options are just better.

The troop options I decided to take are 30 Hormagaunts, a full unit of ripper swarms, and 6 Tyranid warriors. I never take the Hormagaunts and rarely take the Warriors for the same reason. I feel like there are better troop options. They are not bad, and I have had success with the Warriors, but I just feel there are better troop options. Like 30 Termagants and a Tervigon for example. As for the Ripper Swarms, I just don’t like taking them. Sure, they bring a lot of close combat attacks to the table, but at WS2 and S3, they are easy to kill and remove from the board. I will say that if they do get into close combat, they are good for tying up a unit for a turn or two.

My three Elite choices are the Haruspex, the Maleceptor, and a full unit of Hive Guard. Starting with the Guard, I have no good reason for never taking these. They are really good at what they do. S8 weapons that ignore cover and do not need line of sight are nothing to sneeze at. Sure, odds are that I will hit with 3 of the 6 shots, but it is still a solid weapon. The Haruspex and the Maleceptor I have used in some games, and I just do not feel that they are worth the points cost. To get the Haruspex anywhere, you have to give it adrenal glands, making it a 175-point close combat unit that isn’t all that good in close combat. And the Maleceptor is terrible. It’s a psyker unit that costs way too much for what it does. In the one game I used it, I would have been happier with nearly anything else in the codex.

I have three fast choices in this list. I decided on 25 Gargoyles, the Harpy (it’s a good thing I am facing an army with no flyers since the Harpy is Anti-troop) and a spore mine cluster. My reason for never using the Gargoyles is admittedly lame. I am lazy, and I hate moving that unit. They are not a bad unit at all. They are fantastic for getting in the way of your opponent and tying up a unit in close combat. Sure, they are weak, but they are cheap and have a 6+ poison attack, meaning they can wound anything. The Harpy is just the worse of the two flyers. The Crone is so much more useable, so I tend to take one or two of them in every game. The Harpy does one thing ok, and that is shoot at troops, preferably troops with low armour values. As for the Spore Mine cluster, I just do not think taking them as a unit brings any value to the game.

Finally, I have the two heavy units I decided to field. I decided on the Mawloc (I hate Moloc) and the Tyrannofex. The Mawloc is a unit that I do not believe I gave a fair chance to. Is has an interesting subterranean attack and it a tough monstrous creature. I have used it in a game or two, but it just doesn’t fit in my normal list. As for the Tyrannofex, it is a relatively new model to my collection, but that is not why I haven’t used it yet. Honestly, I am not sure how to use it. Basically being forced to take gives me a chance to try it out and maybe learn some things.

So, that’s my rarely used unit list. I couldn’t actually add the Biovore or Pyrovore, since I do not actually own those models (yet). I do see some serious issues with this list. Just thinking about the lack of synapse units means I may be falling back a lot. I do, however, rather like the idea of taking units I never use.

Weekend in Review – Shorereaper

This past weekend was actually fairly productive for my 40K hobby and me. It started on Saturday when I figured the paint scheme for my Alpha Legion, I also got a game in with my Tyranids, and I made some actual progress with my Tyranids models. It’s been a few slow weeks for painting, so this was big for me.

Starting with a quick summary of the game, my mighty Tyranids snuck out a victory against the Greater Good this weekend at Core Worlds Games and Hobbies. It was another 2K game and I took a list that was similar to my usual list, I just changed my tactics a little bit. I had the Swarmlord, Flying Hive Tyrant, 30 Termagants, a Tervigon, a Carnifex, an Exocrine, a Tyrannocyte, and 6 Zoanthropes with one Neurothrope upgrade. My opponent had Fire Warriors, 2 units of Broadsides, 2 units of crisis suits, one of the flyers (why?) and a Riptide. We played an Eternal War game of the Emperor’s Will (with no Impearial army?) and deployed on the short table edges. I will say, I was a little nervous about this since I would have to take a lot of firepower just to get to my opponent.

Some key highlights of the game include me getting first blood in turn two, my Swarmlord failing a charge and dying, the Zoanthropes causing one wound to the Riptide and one wound to a Braodside (which did kill the Broadside). Actually, the Swarmlord didn’t do much but march across the field and then die, one of his worst showings I have experienced. The Zoantrhopes, arriving via Deep Strike in the Tyrannocyte, were cut in half thanks to Broadsides with interceptor. He got three wounds, and I failed all three invulnerable saves. The final tally was that I had my Objective and the Tau had theirs. In secondary objectives, my opponent had Slay the Warlord, while I had First Blood and Line Breaker. If the game went one more turn, I think that we would have either tied, or I would have lost. It was a fun and close game.

As I said earlier, the rest of my weekend was also productive. Our forge world order arrived last week and I got my new Alpha Legion shoulder pads along with my Hierodule. The pads rejuvenated excitement about 30K. I really decided to try and come up with a scheme I wanted to use. I trolled the internet, trolled facebook, asked questions of people posting on the Overlords page, and finally decided on a scheme I wanted to try. I decided to make a test model on a Space Marine to see how it would look. I tried using Vallejo’s Gunmetal Blue with a light glaze of GW’s Waywatcher Green. After it dried I gave it a quick gloss varnish. While it is a little greener than I wanter, I do think I like it.

Alpha Legion

Also of note is that made some progress on Old One eye. And yes, I put him on the new GW base and after getting used to it, I have to say that I actually like the base. Sure, it’s a little bigger, meaning that my opponent will be able to get more models into base contact, but with most MC’s being on oval bases, the Carnifex just seems to fit a little better.

Old One Eye

I will admit that I almost cried when I woke up on Friday morning to see Forge World has pre-orders up for more Alpha Legion products. Especially since I just got my order in, but I have a lot of stuff to work on right now. I have my Dark Eldar, which I bought another Ravager for. I have another Hive Tyrant that needs to be built (which is an example of a MC on a round base, I know). I have tons of models to finish painting in all of my armies.

I was also challenged to build a Tyranid list using units I have but almost never use. It looks like the Maleceptor will be returning to the table, as will my Gargoyles, my Mawloc, and some rippers. The list doesn’t look bad, but I cannot say that it’s good either. But at least I will be facing the Sisters, which means it may be a good game after all.


Last weekend I place a Forge World order for my first Lord of War for the Tyranids. The Hierodule I ordered is currently on its way, and I thought now would be a decent time to do a quick unit review, and then I will explain why I chose the one I did. I may do a second review after a few games with it in order to give a more experienced review.

The Hierodule comes in two options, Scythed and Barbed. The difference, besides their names, is how they are armed and their points cost. Both have the stat line of WS4, BS3, S10, T8, W6, I3, Ld10, and Sv 3+. The Scythed Hierodule has 7 attacks while the barbed has 5. Both are Gargantuan Creatures (and have all of special rules that go with that unit type) and both have the Agile special rule. Agile allows the unit to Run twice, shoot one weapon and run once, or shoot two weapons.

The difference between the two units is what they are armed with and their point’s value. The Scythed Hierodule comes with two sets of talons and a Bio-acid spray and comes in at a points cost of 535. The Bio-acid spray is a hellstorm template weapon that is S6 AP3, meaning a unit of tactical marines may just disappear. The Barbed Hierodule is armed with two bio-cannons and one set of talons. Each bio-cannon has a range of 48 inches, Strength 10, Ap 3, and is a assault 6 weapon. This means that the Barbed unit brings 12 shots to the table at a cost of 565 points. Ok, it may only hit with 6 of them on average, but that is still a lot of S10 hits.

Looking at their abilities and costs, I have to believe that the Barbed Hierodule is the better choice of the two. Yes, they are both T8 creatures, meaning a melta-gun will have a hard time wounding them (on 4s), and in close combat a Tac squad will not be able to do much against them. But if an Imperial Knight were to get into close combat with Hierodule, the knight would go first, and has a decent chance of killing it before it even attacks. Yes, poisoned weapons will only would it on 6’s (thank you 40K rules), but a small unit of Centurions could rip right through them as well. So, using the Barbed Hierodule and keeping it at a distance would be the way to go in my opinion.

So, having realized that of the two, the Barbed Hierodule is the better option, I ordered the Scythed Hierodule. I feel that while it is the worse of the two, it fits into my army slightly better. I realize that it will not be played all that often, and I wanted a unit that I liked. I think it looks better, is still killable, and it is still something that would not be able to be ignored on the board.

I cannot wait for this model to come in, I really want to build it, paint it, and field it. And while rules say I can just add it to the Army, I will not be doing so. I will ask my opponent if he minds facing it, and if they accept, then I will put it on the table. And maybe one day I will buy the Barbed Hierodule. I am, after all, a Tyranid player, and I have to have all of the units possible, even if they almost never see the battlefield (I am looking at you Maleceptor).

Unit Review: Maleceptor

A waste of 205 points. That is the best way I can sum up my experience with the Maleceptor in my recent game against Augustus’s Minotaurs. I knew that I probably would not use this unit all that often, but I wanted to get a few games in just to get a true feeling for the usefulness of this unit. But after the one game, I truly believe that this pretty model will spend most of the time sitting on my shelf.

The stat line of the Maleceptor is WS3, BS3, S6, T6, W5, I3, A3, Ld10, and it has an armour save of 4+. That is actually in line most of the new MC units of the Tyranids. The Hive Crone, The Toxicrene, and the Harpy all have 4+ instead of the 3+ that the Carnifex, Swarmlord, and some of the others have.

Don’t get me wrong, I will admit that there are some good points to this unit. It does give the Tyranids another invulnerable save. It may only be a 5+, but this only the third invulnerable save that the Tyranid army really has. And it is a T6 MC, so even wounding the unit is going to be tough. The Maleceptor is also a synapse creature, meaning it is fearless and also allows better control over the instinctive behavior units.

However, the psychic power it comes with is just not worth the points. It doesn’t even sound good on paper. I do believe that it fills a small gap in the army as it does give the Nid player a sniper, but I am not sure that sniping is truly necessary.

The power is a warp charge 2 focussed witchfire with a range of 24 inches. The target model takes a leadership on 3D6 (vehicles count as having a leadership of 10) and if they fail the test, the target takes D3 wounds with no armour or cover saves allowed. A vehicle takes a single glancing hit with no cover saves allowed. The Maleceptor can attempt to manifest the power up to three times in each psychic phase. However, each attempt is resolved separately and an enemy unit can only be targeted once per phase.

So, since it is a warp charge 2 power the Tyranid player would have to throw four dice at it to reliably get the power off each time. So to actually get it off three times it would cost 12 dice, based on averages. The opponent now has the chance to deny the witch, admittedly this is a slim chance, but the Maleceptor also runs a decent chance of periling. Now, say the power go off, the Malecaptor actually has to hit its target, which there is only a 50% chance with a BS of 3. After that, the opponent takes his leadership test, which is possible to pass, although harder than a normal leadership test. After all of that, if all goes well, the target takes d3 wounds, meaning that if it is a multi-wound model, there is at least a 1/3 chance that it will still survive.

All of this is a lot of work just to get this power off. In the game I recently played, I did get the power off once and managed to kill one tactical marine with it. I also rolled Warp Blast as its second psychic power, which did much more damage than the Psychic Overload. Heck, I even charged the Maleceptor into close combat and managed to kill a tactical unit, equaling the kills from the overload.

It’s a shame that such a good-looking model will spend most of its time sitting on a shelf.

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.

More Nids!

As every Tyranid player should know by now, GW has decided to bless us with another 2 new MCs. While I think the Tyranid Codex is lacking in certain areas, I am not sure that these new units fill any gaps. Just think about the MCs that are available to the Nid Players, the Swarmlord, Hive Tyrant, Carnifex, Hive Crone, Trygon, Trygon Prime, Mawloc, Tervigon. Did Tyranid players really need another two? And I didn’t even list them all! I am not going to jump on the “My codex sucks” bandwagon just because it may not be as good as the Eldar codex. I actually enjoy the Nid codex. But where old armies are in desperate need of new rules and new models, GW decided to release more Nids. But, since I know I will be getting these new models, I guess I should to a quick review of them. FYI – any information I got, I got off of facebook pictures, so I may still be wrong.

First, the Toxicrine is the venomthrope’s bigger and meaner cousin. The size of this monster’s tentacles really stands out in the pictures I have seen. The stat line reads as WS3, BS3, S5, T6, W5, I3, A6, Ld8, and Sv 4+. All of that for 160 points. With the WS of three, it will probably only hit half of the time on most models, but that seems pretty common in the Tyranid army. And being poisoned with a S5, most failed wounds will be rerolled. The Weapons and Special rules are Acid Blood, Choking Cloud, Lash whips (hey, now I can attack at initiative 6), Toxic Miasma, Fearless, IB of Feed, Poisoned (2+), and shrouded. The Toxicrene is also “Hypertoxic,” meaning that on a To Wound roll of six, the hit gains the Instant Death rule.

The chocking cloud has a range of 12”, S3, AP-, Assault 1, Ignores Cover, Large Blast, Poisoned (2+), and Predatory Sentience. Predatory Sentience gives the attacks by the Toxicrene against open topped vehicles or vehicles that have lost at least 1 hull point Armourbane. And, the cloud counts as being Hypertoxic too!

I already know I am going to order this model. I think it does look amazing. However, I am not sure that this unit would fit my current lists. I like it, I will field it, and I may even have fun with it. But I don’t think it was necessary. And the same goes for the Maleceptor.

Where the Toxicrene was the Venomthrope’s cousin, the Maleceptor is the Zoanthrope’s not so distant relative. The stat line is WS3, BS3, S6, T6, W5, I3, A3, Ld10, and a Sv of 4+ for 205 points. This new MC comes with talons and is a level 2 psyker. It is also a synapse creature and has shadow in the warp special rule. The Maleceptor is also the second Nid model with an invulnerable save (5+), not counting the Swarmlord who only has it in close combat. Ok, it’s the third.

The Maleceptor comes with a new psychic power called Psychic Overload. This is a Warp Charge 2 focused witchfire power that the Malecaptor can attempt to manifest three times in each of its psychic phases. It has a range of 24” and forces the target to take a leadership test on 3D6 (vehicles count as being Ld10). If the test is failed, non-vehicle models suffer D3 wounds (No Armour or cover saves) and vehicles suffer a single glancing hit (no cover saves). While the Maleceptor can attempt to manifest this power three times, it cannot target the same unit more than once each phase.

I do like the looks of these new models, and I will be getting as soon as I can. I just don’t think they were necessary. I would have liked to have seen a Hormagant spawner, or a drop pod, or maybe even a new Broodlord model.

But I will take what I can.

Mingling Tournament (Shorereaper’s perspective)

This weekend I entered a “mingling” tournament at Critical Hit games. The intent of this was more to meet and greet new players than to play competitively, so I decided to write a list that was fun to play. And it was, but it really was not competitive, not even close. I decided to bring my Tyranids so I would at least know the army.

The List consisted of (1500 Points):
3 Tyrant Guard
Tyranid Prime w/ Lashwhip, bonesword, extra talons, and adrenal glands.
8 Warriors w/ extra talons and adrenal glands
7 Ripper swarm bases
28 Hormagaunts
6 Raveners w/ Rending claws
Carnifex w/ Adrenal glands

What I liked about the list is it game me a chance to learn about some units that I hardly ever take. I really gained an appreciation for the Prime and the warriors. I never take the prime, and I limit my use of warriors. The rule allowing the warriors to use the Primes BS and WS helps them significantly (although, in this list they had nothing to shoot). Because of my lack of ranged weapons, this list also forced my decisions on what to do during the shooting phase. I had nothing to shoot, so my units always ran.

I admit that there were some significant issues with this list. First, I only had two synapse units (ok 3, but the prime joined the warriors). Second, I had nothing to handle flyers. Third, in objective based games, I had a list that had to get into close combat, so I had to leave all objectives behind. Actually, while the objectives were ignored, that tactic did seem very Tyranid.

Knowing how bad my list was, I changed my goals for the tournament. Goal number one was what my goal should always be, just have fun. I didn’t care about winning the tournament. And I did have a lot of fun. Yes the list was bad, but it was fun to play. My second goal was to just not be tabled by turn 3, and I was successful in this as well. Yes, I was tabled in turn 5 once, conceded in turn 4 once, and just lost a game because it went to turn 6 (where I would have been tabled), but I was never tabled by turn 3. Yes, I lost all three games, but I achieved the two goals I had.

Having said all of this, I actually believe that all of the units I brought can actually be really good, but not in the combination I brought them. Each of them would need to be supported with different units.

I enjoyed a list created for the sole purpose of close combat. In fact, after playing this list, I may create a 2K list that is geared for the exact same purpose, only adding in a flyer for the “Just in case my opponent has more than one flyer” scenario. I mean, I need something that can handle flyers bouncing around taking out my models.

In short, one should always when playing one’s opponent. Bring a list that you want to play and have fun with. Yes, winning is important, but having fun should be more important.

Ok, maybe not in a tournament setting, but in most cases.

Weekend in Review

So, it’s been a while since I have posted a weekend in review. Actually, I have to admit that our postings have been extremely limited as of late. Severus has been burnt out, Augustus has been extremely busy with actual work, and I just have had a terrible case of writer’s block. That being said, I got three games in this weekend and had some success.

The first game was a game of my Tyranids taking on some Blood Angels. The game was a kill-points game, a scenario I seem to be having to deal with a lot lately. And while the game was surprisingly close, I did pull out the win. I’ve said it before, but the Blood Angels need a new codex. I also find that the BAs do very well in maelstrom games, at least against me. Their ability to scout forward gives them an advantage. Now while my Genestealers can infiltrate, sometimes right on top of objectives, they sometimes don’t even survive long enough to finish a turn on an objective.

The second game I played was against Severus and his Iron Hand (with a special appearance by Justice, his Imperial Knight). I decided that I needed a short break from playing the Tyranids, so I broke out the Carcharodons. I am not afraid to admit that I was terrified of Justice. In fact, part of my strategy was to…. tactically retreat away from it. Well, that strategy didn’t work so well as I disabled my own land raider. By the end of the game Tyberos had to go head to head with Justice. Tyberos and his squad of Terminators held up against Justice, and by the end of the game actually killed it. That, and my super captain on a bike, allowed me to just get a draw. The captain, with the teeth of terra and artificer armour, just chewed through Severus’s troops and got me first blood.

The final game I played was my Tyranids against some Daemons of Chaos. The game was Big Guns and it was a stressful game. I managed to get first blood, line breaker, and two of the three objectives. I was actually worried facing the Daemons, having never really played them in seventh edition. The Dimachaeron and the Swarmlord were tied up in combat with two Soul Grinders for most of the game. Neither side seemed to be able to do anything there. And with my Tervigon sitting on one objective, and a Flying Hive Tyrant taking another one, the final game was mine.

So, with two wins and a tie, plus my NFL team (as if it was really mine) pulling out a win, I would say this was a good weekend.