Codex Review: Tyranids Heavy Support

Here we go, the Heavy Support sections of the Tyranid Codex. There are monstrous creatures throughout the Tyranid codex, but the Heavy Support is laden with them. In fact, with the Tervigon as an option for a troop choice, every category has a Monstrous Creature option, but the heavy support is meant for them.

The classic option in a heavy support option is the Carnifex. These are the Nid tank killers. I took two of these against two Land Raiders, and while I did suffer a few wounds, the LRs didn’t have a chance. WS3, BS3, S9, T6, W4, I2, A3, Ld7, and a 3+ armour save. You can take three of these in a brood, and they are no longer limited to every Carnifex in the brood taking the same upgrades. If you take the adrenal glands, you get fleet, and +1S on the charge. The Carnifexes get D3 hammer of wrath attack, so you have the potential 3 S9 attacks, and 5 S10 attacks on the charge. Land Raiders may be able to stand up to that, but it is a lot of attacks for a Land Raider to survive. They can also be upgraded with crushing claws, monstrous biocannons, biomorphs, spine banks, bio-plasma, bone mace, and a/or Thresher scythe. And at 120 points base, they are a pretty good value. The Space Marine base Dreadnaught is 100 points, and I think the Carnifexes are easily better, and they only cost 20 points more.

The Biovore Brood comes in at 40 points per model and launches Spore Mine Clusters. There is nothing special here. It’s not even a Monstrous Creature. Sure it can shoot a S4 AP4 large blast that may create a spore mine cluster, but it’s not really all that special.

Next up is the Trygon and the Trygon Prime, two of the big MC’s in this codex. The stat lines for each are WS5, BS3, S6, T6, W6, I4, A5, SV of 3+, and while the Trygon has a leadership of 8, the Prime has a leadership of 10 and is a synapse range. Both have fleet, fearless, deep strike, and subterranean assault. Subterranean assault allows Trygons and Trygon Primes to not scatter on top of another model or impassible terrain. Also, after the Trygon arrived, you mark that area with a marker. In any subsequent turn, any friendly infantry unit can use the Trygon’s tunnel, but one must remember that only one unit can arrive through the tunnel per turn. If a model of the arriving unit cannot be placed within 6 inches of the tunnel, those models are removed as casualties. These MCs are hard to kill, ok in close combat, but a little expensive.

Now the Mawloc, the Trygon’s weird cousin, this is a unit that I have used a couple of times, and I even had a little success with them. Its stat line is WS3, BS0, S6, T6, W6, I4, A3, Ld8 and a save of 3+. The Mawloc’s specials rules are Burrow, Deep Strike, Fearless, Hit and Run, and Terror from the Deep. Burrow and Terror from the deep are what really make the Mawloc. Burrow allows an unengaged Mawloc to move into ongoing reserves. It can’t deep strike and burrow in the same turn. Terror from the Deep allows a Mowloc to attack enemy units from deep strike. When a Mawloc arrives, you mark its placement with the large blast template, and roll on the scatter die. All units except flyers and flying MCs suffer from S6 AP2 hits with the ignores cover special rule. If after removing casualties the model can be placed, the player can do so. If it cannot be placed due to models being in the way, there is another round of hits. If after the second round the Mawloc still cannot be placed, the player rolls on the Deep Strike Mishap Table. The two times this happened to me, my Mawlocs were removed from the game.

The Exocrine is the new Heavy Support option. It comes equipped with a Bio-plasmic cannon and Scything talons. The cannon has two settings, Assault 1, large blast or Assault 6. Both options are S7 AP2 with a range of 24 inches, and this cannon is one of the few Tyranid weapons that are AP2. The Exrocrine also has a unique ability. Its standard BS is 3, but if it does not move in the movement phase, its BS gains +1, but then it cannot charge in the assault phase when it uses this special rule.

The final Heavy Support choice is the Tyrannofex. This MC has the same stat line as the Tervigon (HQ Choice) except that it’s leadership is 8 and its strength is 6. The Tyrannofex has two attacks, Acid Spray, which is a S6 AP4 Torrent template weapon, and a Stinger Salvo, which is S5 AP4 Assault 4. I honestly do not know how I would even use this. It’s not all that great in close combat (other than having AP2 attacks) but you need to get it close to the enemy to really use it. I honestly feel that I the Exocrine is a much better and more useful unit.

I should have dropped the Warlord Traits in the HQ review, but since I didn’t, here seems to just as good. The first one is Nature’s Bane. This allows the player to select a jungle within 12 inches of the warlord and made it a Carnivorous Jungle. Heightened Senses give the Warlord and Tyranids within 12 inches Night Vision. Synaptic Lynchpin, the Swarmlord’s trait, makes the Warlord Synapse range 18 inches. Two victory points are awarded for each Independent Character slain by the warlord in a challenge when the warlord trait is Mind Eater. With Digestive Denial one piece of terrain in the opponents deployment zone has it’s cover save reduced by one (terrain that the opponent purchased cannot be chosen). The last Warlord trait is Adaptive Biology. If the warlord suffers a wound it gains feel no pain (5+) at the beginning of its next movement phase.

The last item I am going to review is the psychic powers available to the Tyranids. Thanks to the rules of the 7th edition, and the fact that Tyranids can only choose from the powers of the Hive Mind, every Tyranid psyker gains the Primaris Power, Dominion. Dominion adds +6 inches to the synapse range of the psyker, including those who do not have a synapse range (thanks FAQ). Catalyst, the power I want the most, gives the psykers unit and one other unit within 12 inches Feel No Pain. The Horror is a malediction that forces one enemy unit to take a pinning test at -2 to their leadership. Onslaught allows a single friendly unit within 24 inches of the psyker to run and shoot in the shooting phase. Paroxysm reduces on enemy unit’s BS and WS by D3. Psychic Scream is a Nova Attack with a range of 6 inches. The player rolls 2D6 and adds 2 for each unit affected and subtracts their leadership. The enemy unit takes the number of wounds equal to the result with no Armour or Cover saves. The final psychic power is Warp Blast. This is a Witchfire attack with two profiles. One is a S5 AP3 blast template with a range of 24 inches. The second is S10 AP 2 lance attack with a range of 18 inches.

And that is it. I’m done with this codex review. I know, I didn’t go into the individual weapons or special biomorphs. But I figure the less I review, the less likely I am to make a mistake.

Weekend in Review

Well, this weekend was full of lessons. First, it takes a lot less time to get to the airport than I thought it did. Dropping off Severus was supposed to take 45 minutes; it actually took about half an hour. Of course after I dropped him off, I ran to the game store, and my Tyranids took a beating.

The Lord Primarch brough out his Ultramarines, and decided to teach me a few lessons. Lesson one; lists that he believes will do OK usually do fantastic. Lesson two, trying to march the Swarmlord up the field when there are Centurions with grav guns on the table is a bad idea (I should have known this). Lesson three; Keep Tyranids in cover (I really should have known this too). And lesson four; it is possible to lose so bad that you have to concede in turn two.

Honestly, it doesn’t matter what the Primarch fielded in his list. I lost badly. The Swarmlord died in turn one to the Centurions. I know now that I should have been cover hopping (I really should have known that), but I got cocky, I thought I could make it further up the field. Yea, 11 wounds with AP2 is going to march straight through the Tyrant Guard and the Swarmlord. Tactics did me in.

By the end of the first turn the Primarch killed the Swarmlord, his three guard, a carnifex, 13 of 14 Genestealers, and seriously wounded the other Carnifex. And in turn two, when I used my Raveners for the first time, they died in his half of turn two. I guess that is lesson five, which I should have already known as well. One does not deepstrike with an assault unit. I had to decide if I should run or shoot. Running would help me spread out and avoid massive damage from a blast template and get me into cover. Shooting may kill one of the three centurions. I chose to run. The Raveners took a lot of firepower, but they did end up falling in the end. It would have helped if I remembered that I got off Catalyst on them, but I didn’t and I removed them from the table.

Sure, the Raveners took a lot of firepower, but it doesn’t make up for the fact that they did nothing else but roll over and die.

Sadly, because of how late I started, and how demoralized I was, I couldn’t get a second game in on Saturday. And no one was around to get a game in on Sunday. However, looking at the positives, I did learn a lot (of stuff I should have already known) during one of the shortest games I ever played in.

Minotaurs!

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Hello everyone! The time has come to unveil my Space Marine: Minotaur collection. I chose this chapter mostly because I love the color scheme. Ideally I would have chosen an army with a Roman, rather than Greek background, but Ultramarines, who have the most clear Roman roots, do not have the gold/bronze and red that I was looking for. As for the specific paints to use, those were recommended by the Primarch, and I believe turned out to be a great combination.

I also wanted to use this opportunity to showcase Critical Hit’s new imperial sector scenery, made using the new GW tiles and existing building kits. All of the pictures you see here are taken with it as the backdrop.

Drop Pods
Let us begin with my Space Marine transport of choice. I wanted to build a Drop Pod army, because it is the most unique and powerful feature that this army has. As an opponent, I had felt the shock and awe of this tactic, and definitely wanted a piece for myself:

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Besides the color scheme, I used both etched brass and transfers to make my minotaurs look unique. Both come with five greek letters, and it just so happens that there are 5 squads in my 2,000 point list. Therefore, each squad is assigned a letter, and matching drop pod.

Tactical Marines

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This is my army’s basic color scheme, using Forgeworld transfers for the shoulder pads:

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Sternguard

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I really love the look of these models. The special weapons, unique shoulder-pads and tabards definitely make them unique. I decided not to use the Forgeworld shoulder pads on tactical marines, because I really liked how the transfers looked. Therefore, I kept the pads for my veteran units, starting with the Sternguard:

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That’s it for now, see you next time for flyers and HQ!

Adepticon: A Nerd’s Pilgrimage

lotr2Howdy everyone, Severus here. I have been listening to a backlog of podcasts recently. I tend to stay up on a few of them; others I sort of listen to in binges (I wonder when CNN will do an article about podcast binging). Anyway several of them had their adepitcon coverage in them. It got me thinking, maybe I should make the pilgrimage.

Short back story. I go to the same professional conference every year. It is held in the first week of august at a rotation of cities. It is always a great trip for me. I learn tons of new information, network with colleagues, meet new people, see old friends, and explore a new city. In short, it is a great experience that I am glad I took the plunge on 5 years ago to try out. Side note: that means next week I will not be on the blog; I will be off learning.

Anyway, I figured if I like my professional convention so much, a gaming convention would be that much more awesome. Now, I could do a smaller “con”. There are multiple around the Baltimore area. Nothing that gaming focused though (to my knowledge). I have always been of the mind of go big or go home. So, adepticon.

I have heard a lot of things about it. It’s huge, there are tons of cool products in the hall, the players can be great. All the internet personalities are there. There is always something to do. You can find awesome guys to have pick up games with. The list goes on, and on, and on.

So, Shorereaper and I are going to put that to the test. We are still waiting to see what registration and the hotel room will cost. So, barring this adventure being out of our budgets, expect to see us there. For better or worse it will be an experience.

Personally, I would like to o a few things. I really want to take a painting class or two. On blending, because I suck at that. I want to play in some organized event. Probably not a multi-day tournament, more likely a single day event. Fantasy or 40k depends on how my comfort level with the fantasy rule set is. Right now, I would be down right embarrassed to play in a fantasy tournament. 40k on the other hand I feel comfortable with. Playing in an event might be the push I need to finally finish one of my armies (painting wise).

That about wraps it up for me today. Have you ever been to a gaming con? What was your experience like? Any tips for a couple of first timers. Remember, I will be out next week, but I leave you in the capable hands of Shorereaper. Until then this is Severus saying have a good one and take it easy.