Farewell 5th Edition


On Sunday I joined my local wargaming club for one last round of 5th Edition 40k.  They had arranged 3 separate Apocalypse games for those who have had enough disposable income over the years to assemble large armies; Imperial vs Orks, Imperial vs Chaos and Imperial vs Tyranid.  3 guesses which game I was playing in.  One of the criticisms leveled at Apocalypse is that it’s a game of “who brings the most wins”.  Well the games that the club run are a little more organised than that.  In the game I played there were 2 Tyranid players (myself and an ally) and on the opposing Imperial team 4 players with a mixture of Imperial Guard, Marines and Sisters of Battle.  Despite the unevenness in players, both sides had between 18,000-20,000 points (it does get hard to tell in games that are that BIG).  Amongst the usual squads of troops and the endless hoards of Termagants there was also 3 Paladin Titans, 2 Hierophant titans (Fluffy had a friend! – Fluffy is the name of my Bio-titan in case you were wondering), a number of Baneblades and their several variants, and who knows how many other types of tanks.  There was also a massage mobile fortress/land ship thing that someone had made.  I didn’t get a picture of it but it was about 20″ long, 12″ wide and sported one hell of a demolisher type cannon.

The organizers of the event have designated that each side had 30 minutes per turn.  Because all the people on our table are veterans of more than one Apocalypse game (and were of a sensible disposition) we were allowed to monitor our own times.  The organizers had set objectives for each side; in our case we designated one HQ (my main Tyrant) as the key Hive Node that we had to protect, we also had to protect 2 bio-stores in our deployment zone and we wound gain one objective point for every 30 enemy killed.  We found out that our opponents had to capture two downed Rhinos that had data nodes, kill our Hive Node and hold the line.

The game was one of the most fun games I have ever had the pleasure of playing.  There were mass explosions everywhere.  Fluffy had a fantastic time; he blow off the turret of a Baneblade, downed a few Lemon Russ’, took out a Stormwind, and the best was when 6 Penitent Engines appeared in our rear and charged him.  He had a wonderful game of ‘whack-a-mole’ as 4 were down in a matter of seconds whilst the other 2 were damaged.  Almost the entirety of the Sister’s army deployed in our rear and managed to cut down a load of gaunts and finished off the Hive Node – points to them.  The ‘barrage balloon’ spore mines took out 3 Valkyries and a pair of Carnifexes took down a Paladin Titan.  There were battle cannon explosions and Warriors & Gaunts dying everywhere.  Both my Trygon & Mawloc were shot to pieces after deep striking into the heart of the enemy.  There were Genestealers taking down Baneblades and Exorcists whilst a lucky Ravener  survived being stomped on by a titan.  The two bio-titans advanced as one whilst the Swarmlord formed a Living Fortress (that’s an Apocalypse formation consisting of at least 3 Tyrants and 5 Tyrant Guard).  With this mass having no trouble cutting up the Imperial centre, Fluffy turned around to deal with the Sisters as the last of my reinforcements came crashing in (Wing Tyrant, Gargoyles and plenty more Genestealers).

The game climaxed with the Swarmlord’s unit hitting that big landship and ripping it open.  The thing suffered a cataclysmic explosion and its engine core went nuclear!!!!  As the mushroom cloud lifted all that was left within 2 feet was what you see below.

It killed Tyrant Guard, tanks, Marines, Lictors, Genestealers…pretty much everything within 24″ except the Swarmlord, a Paladin titan and for some reason 2 Sisters who must have had the Emperor with them as they walked out of the blast.  At this point we ran out of time and called the game.  It had been 4 turns of fun and at the end a Tyranid victory had been attained – we’d managed to kill more than enough Imperials and had certainly crossed their lines.  As for the other two games going on; Orks beat Imperials and Imperials beat Chaos.

As the mushroom cloud cleared and the fallout began we all agreed that that game had been one of the best any of us had ever played and that the climatic nuclear explosion was a fitting end for 5th Edition.

6th Edition – Thoughts from the Hive Mind


As Servitob said in his last post, he and I had a little get together Friday night and fought our first battle of the newest edition of 40k, and I thought I’d share a few of my impressions of the game.  I case you are really new to this blog site or have not been paying attention over the past couple of years I am an avid Tyranid fan.  It was the first wargaming army I ever collected and after almost two decades of gaming (is it really that long?!) I have amassed a collection in excess of 10,000 points, and as you’ve probably guessed I wanted to give a Tyranid approach to the new rules.

The game we played was a small one, just 1000 points a side.  There were several new elements to the game that we forgot about (like Warlord powers) and others that we chose not to use; such as Mysterious Terrain & Objectives.  We just wanted to see how the core set worked out.  Movement hasn’t really changed, though Fleet is good for re-rolling your move-through-cover & charges (as my Harpy found out), but as I wasn’t using my Raveners I couldn’t give you a perspective on those.

Flying Monstrous Creatures are awesome!!!!!! The option of glide or swoop is fantastic.  I’d thought about including a Harpy as a regular in my nid list for a while, but now a wing beastie will be a standard.  The Vectored Assault they can perform whilst Swooping (basically you cause D3+1 AP3 hits over a unit you fly over) is great against Marines and with a 360 degree fire arc you don’t have to worry about shooting targets.  Only being able to hit it on a 6 is great as well, you can get the monster to where you want it to be without worrying too much about it getting shot down.  Once your in place (and have Vectored a unit en route) you can glide in the next turn and assault a vehicle if you want.  One of the things I was a little uncertain about was monsters not being able to roll 2D6 for armour penetration anymore.  All I can say is don’t worry about it.  Most monsters are Strength 6 anyway, so you’ll hurt most vehicles on a 4+ and as for Land Raiders, the Smash Attack works just fine (as Servitob’s found out).  It just means you’re less likely get any automatic armour penetrations anymore when your big monster squishes the tank.  But trust me, they are still more than capable of doing it.  Don’t expect too much from the Fear special rule as anything that is Fearless or has And They Shall Know No Fear is immune to it anyway (so that’s pretty much 2/3 of the 40k armies).

Servitob made mention of wounds allocation being a significant change.  After playing a game I would agree.  Rolling all of the armour saves before removing casualties is a major change, especially for Terminators as the ‘throw dice’ at them tactic works better.  Removing the closest models as casualties is a pain in close combat as you have to reach in there and remove the models, but in shooting works just fine and makes sense.  It does mean that you have to think about where you place those special/heavy weapons armed troops as although your characters get a “Look Out Sir!” roll, they don’t and you could end up losing your tank buster just because you put him in the wrong place.  This is a new area in which Jump & Flyer units can excel.  If you move to the correct side of a squad and rack up a few wounds on them, then they will have no choice but to remove that special weapon guy as he is the closest.

Unfortunately this is the point where I have to say “Oops, I think I might have broken your rules in the first two weeks.”  This is regarding wound allocation and multiple wound models that form into units (such as Tyranid Warriors, Raveners and pretty much half the nid army).  To explain myself here’s a diagram.

In the above example the Tyranid Warriors are shot at by the Dark Reapers.  After rolls to wound etc. the Warrior unit suffers 2 wounds.  These must be allocated to the nearest model until he has 0 wounds left.  This would be Warrior A.  The Scorpions fire on the Warriors and again 2 Wounds are inflicted.  These must be allocated to the nearest model – Warrior B.  The Warrior unit has therefore taken 4 Wounds, but no one is dead yet…see the problem.  It then gets even better.

In my next movement phase I choose to re-position the unit so that now Warriors A & B are no longer the closest to the Eldar units.  These units then open fire and again causes 2 Wounds each.  Again these wounds are allocated to the nearest models which take two each.  All of a sudden the Warrior unit has taken 8 Wounds, and yet they’re all still alive…I’ve checked the rule book and gone through the FAQs and found nothing against this.  Although there are other armies with units of multiple wound models, this applies more to the Tyranids than any other army.  And there is nothing stopping me from re-positioning the models in a unit every movement phase…like I said “Oops”.

On a different note, with Fearless not causing excess Wounds when you lose combat, the Termagant Tarpit is back! As an unfortunate Space Marine Captain found out.  And Overwatch may seem like a minor change as you can only hit your target on 6s but trust me, when you assault a unit that has a LOT of firepower (such as Deathspitter armed Warriors, each with 3 shots) you roll enough 6s for even a Terminator unit to wince.

And those are my first impressions regarding the effect on Tyranids in the new 40k edition.

Warhammer 40k 6th Edition – First Impressions


Yesterday saw me head over to Gribblin Towers for a chance to try out 40k 6th ed. Gribblin has had the book since launch, and being the studious person he is has read the rules and has a decent idea how things work. Myself on the other hand has the attention span of a newt and therefore generally has to rely on others for the first few years of any system until it gradually sinks in and I can bravely do things on my own.

So we lined up our forces in an objective based mission with approximately 1000 points a side. The mighty Space Marines versus the gribbly Tyranids. We rolled for special commander traits and then promptly forgot about them (commander traits seem to be a little bit of extra flavour and in no way game breaking).

Turn one begins and we’re off. A few minor tweaks here and there to movement but nothing significant. A bit of shooting; no huge changes to ingest. Wounds are now taken from the front of the unit seems fair enough and easy enough to take on board. Assaults and charges are now a bit more random, again with wounds coming off the front of the unit. A minor and probably overlooked tweak which could have game altering effects regards wound allocation. In our game four terminators took nine wounds. In fifth edition you would allocate 2 wounds per terminator with one extra for Mr Unlucky. In sixth edition you just roll nine saves, if you fail four the unit is removed. Without boring you with statistics the lifespan of your average terminator unit subjected to lots of shooting or attacks in sixth edition is actually pretty low compared with fifth due to this change; and this applies to any small unit that relies on a good save to keep itself alive.

A blazingly obvious change in 6th edition is the introduction of proper rules for flyers. No more tanks ramming aeroplanes out of the sky in this edition! The Tyranids had a flying harpy which caused no end of chaos and destruction. Being very difficult to shoot down I think flyers may well become the new mainstay of many a force.

Overall the game was fun and enjoyable. The minor rules tweaking seems to be a bit of an effort to stop people cheesemongering ridiculously win-at-all-costs spiked armies. This will hopefully benefit the tournament community which is who I think the rules were aimed at. From a personal perspective though the flyer rules are a fresh addition otherwise it does seem a bit like change for change’s sake. It seems that a lot of these tweaks add an unecessary extra layer of complexity to an already solid fifth edition without actually making the game more fun or playable.

Long term I’ll happily play 6th edition again. However 5th edition works well and is fun to play so I’m puzzled as to why I would want to switch to 6th edition at the moment.

A Tale (or Tail) of Monsters


I recently purchased one of GW’s latest models for the Tyranid range; the Tervigon/Tyrannofex kit.  I’ve assembled, but not painted the model (see pic) and it will hopefully one day look something like the picture on the right;

The kit is simple enough, and was fairly easy to put together.  I’m glad that GW finally got round to producing the model for Tervigon as it is one of my favourite choices to use in my Tyranid army.  I like it for more than its ability to spawn 3D6 Termagants a turn.  Its ability to enhance all friendly Termagants around it is more useful to me as I tend to use lots of the little critters.  The model itself looks great (as does the Tyrannofex build), although the base could do with being a little larger; it only just fits on the base.  For anybody thinking of putting one together I’d also recommend attaching the egg sac before gluing the legs on, it’s just easier that way.  I don’t know the full details of why it’s taken them so long to release the full range of models for the Tyranids.  They were missing 1/3 of their units until the other month and the addition of the Tervigon/Tyrannofex kit and the new Hive Tyrant/Swarmlord model has gone some way to changing this.  I wish they would get round to releasing the rest of the Tyranid range (especially a Mycetic Spore), though the new winged Hive Tyrant should be easy enough to change into a Harpy.

But that’s the grumbling over with. Over the past 12 months or so I’ve been impressed with the monster kits that GW has been producing for both 40k and Fantasy.  Like many an old gamer I may remember the days when most of the monsters were barely twice the height of a man, now they truly are MONSTERS.

The Tervigon is just one example, but there are many more; the Arachnarok Spider, the Thundertusk/Stonehorn and the Warsphinx/Necrosphinx are just a few.

One of my personal favourites is the Vampire Counts Mortis Engine and to go with the new releases for the Empire a much needed new kit for Emperor Karl Franz which can also be made into a generic Empire General on a Griffon.  What can I say to this other than bravo!  I hope this is a trend  that will continue.  On a slight side note I’m impressed (and I mean really IMPRESSED) at the speed to which they are producing the Warhammer Army books, it was only three months ago that the Vampire Counts were released and now its the Empire’s turn.  At this rate it’ll only be another 18 months before pretty much the entire lot are done.

Warhammer World!


This week saw a trip to the hallowed city of Nottingham for another 6InchMove jolly. Attending were myself, Gribblin and a guest gamer.

Gribblin’s 6000 points of Tyranids faced the combined might of a 3000 point Space Marine force entrenched in a ruined city. The Tyranids arrived in waves in an attempt to balance their massive numerical superiorty.

By closing time we had played six turns, eaten fat bloke burgers, had a drink in the bar, toured the miniatures hall and checked out the shop.

Who won? I dunno, the game could have gone on for another six hours. We didn’t really care too much as it had been a good chance to chuck some dice about and indulge in some gaming goodness!

Kharn the Betrayer has some fun (lessons on how to loose with Eldar)


Yesterday afternoon I had a couple of games against the youngest member of our gaming group.  He has been using his Chaos Marine army and has learnt fast.  We had two 1500 point games, the first against my Tyranids, the second against my Eldar.  The Tyranid game was quick and bruttle, the Chaos Marine army being tabled in turn 4 and most of the Tyranids were still around.  His choice of Kharn the Betrayer proved entertaining in both games.  In the Tyranid game Kharn and his faithful Berserkers munched through a 17 strong Termagant unit before half of the Tyranid army (including the Doom of Malan’tai – more about him in another post) shot the snot out of the unit.  Kharn being on his last wound was assault by yet more Termangants and had some fun killing lots of them before he was taken out.

The next part of my post though is listed in the title – How to loose with Eldar.  So here’s the lesson.

  1. Roll dice badly.  How I can fail so many 3+ saves I will never know.
  2. Have your opponent pass 9 out of 10 3+ saves repeatedly.  Most of his marines were Plague Marines with their Feel No Pain ability, but they hardly used it as he kept passing 3+ saves.  The only ones I was able to kill were those hit by Fusion Guns and Wraithcannons.
  3. Have both your Wave Serpent and Falcon one shooted and explode in turn 3.
  4. Get your Wraithguard into close combat (really bad move on my part).
  5. Not having enough Jetbikes.
  6. Moving your Striking Scorpions out of cover in the woods to get battle cannoned by a Defiler.  Only the poor Exarch lived.
  7. Let the Daemon Prince assault your Dark Reapers in turn 2.

Now I know you shouldn’t blame everything on dice rolling, even if the first 2-3 points are basically that, but it doesn’t help when the dice gods are looking the other way.  There were some mistakes on my part and the biggest ones are listed above.  So was there anything that went well? My Fire Dragons did what they do best and metled the Defiler.  The Jetbikes made themselves useful.  And what about my favourite Scorpions?  Well as I said the got battlecannoned in turn 2, but Eldar of match has to go to this guy;

The Scorpion Exarch.  Despite loosing his entire unit to bad leadership, he still managed to take down the Daemon Price in close combat, a Rhino and in the last turn head shoted Kharn himself!  So at least one thing went well.

On the serious, non-moaning side I’ve been learning very quickly how to use my Eldar, mainly due to bad choices in both army construction and battle tactics and I hope not to repeat these mistakes.

Monster Review – Mothballing Carnifexes


No this is not some new game in which you throw clumbs of insects at Carnifexes, this is to do with what I hinted at in my last post – that I don’t intend on using Carnifexes in my Tyranid armies anymore.  This for me is a bit of a sad moment, the Carnifex has been a mainstay of my favourite alien army for the…16-17 years that I’ve been playing them (has it really been that long?).  But I find myself unimpressed with their performance since the changes in the latest codex, hence my decision to ‘mothball’ them.  In previous editions of the codex you had two simple choices for monstrous creatures; the Hive Tyrant and the Carnifex.  Now the Tyrant was often needed to lead the army, which ment that your main tank-buster and general battering-ram was the Carnifex.  However the 5th edition codex has provided you with many more monsterous options, and to be honest I think they’re all better than the Carnifex.  The poor guy seems to have lost his niche in the army.  To help explain my point lets have a quick look at the other monsters avaliable (I’m not counting special characters or the mycetic spore before you ask).

Hive Tyrant

In my humble opinion I think that the Hive Tyrant is one of the best monsters in the game, and by far the best available to the Tyranids.  It occupies a HQ slot, and has a list of upgrade options to rival any top HQ choice in the other armies.  Before upgrades this beastie weighes in at 170pts, comes equipped with a set of scything talons, a bonesword and a lash whip, he is a synapse creature, has shadow in the warp and 2 psychic powers (out of a choice of 4).  His statline is also impressive; WS 8, S&T 6, 4 Wounds, I5 and 4 Attacks.  His standard weapons outfit causes instant death and reduces all attackers’ Initiatives to 1, plus you can upgrade him with a long range tank-busting weapon or a large blast template weapon that would make any Ork player cry.  Personally I think that this is all a bargin for under 200pts.  Add in a few Tyrant Guard and you’ve got a unit (albeit a 300-400pt one) that can take on just about anything they encounter.  Any Tyranid army over 1000 points needs one of these creatures.

Tervigon

The Tervigon is the second monsterous HQ choice available to the Tyranids, though for every unit of Termagants in your army, you can take a Tervigon as a Troops choice. . . humm monsterous Troops.  This monster is considerable weaker than the Hive Tyrant when it comes to combat strength: WS 3, S 5, I1, A3, but it does have 6 wounds so thats something.  It costs you 160pts which isn’t too bad when you think that it is also a synapse creature, has shadow in the warp, a psychic power and a ranged weapon as standard.  Its main feature though is that it spawns Termagants.  You can spawn 3D6 Termagants every turn so long as you don’t roll a double.  In addition to this it passes on the benefits of some of its upgrades to nearby Termagant units.  So you have a monsterous creature that could potentially spawn hundreds of points worth of other units for you, whilst boosting those already around it.  All of a sudden 160pts sounds like a good buy.  Plus you could take it as a Troops choice and camp out on an objective, spawning as you sit there.

Harpy

The only Fast Attack monster in the list, and a bit of a lightweight as far as monsters go; it has a S&T of 5 and only 2 Attacks, plus its armour save is only 4+ compared to the 3+ standard for the Tyranid monsters.  Its WS and BS are only average too.  Like the Tervigon it too costs 160pts, so whilst being weak and feeble, what are its redeeming qualities?  Well for one thing it’s Jump Infantry, so thats a Deep Strike ability plus a 12″ move.  It also comes with 2 ranged weapons the same choice of tank-killing heavy venom cannon or infantry splating stranglethorn cannon.  It also has the ability to guano spore mines on a unit it flies over.  It’s nothing special in close combat and is essentially a gun beast, but its speed also means that it can get down a flank quickly and even though it’s only strength 5, it’s still a monster and rolls 2D6 for armour penetration, so it’s a threat to most vehicles.

Mawloc

I’ve really taken a shine to this new addition to the Tyranid army.  This at first might seem odd as the Mawloc isn’t too much to look at WS 3, I 4 and 3 Attacks means that it’s only average in close combat.  Its main feature is that when it deep strikes onto an enemy unit you place the large blast templete down instead and all models under it take a S6 AP2 hit!  This can prove very useful it you land infront of the right unit…or a complete disaster if you emerge 12″ from your intended target and right infront of a Space Wolves Librarian with 5 Wolf Guard Terminators (yes this is what happened the first time I used it).  I’ve found though that it isn’t so much the “Terror from the Deep” that is what makes the Mawloc worth having.  For me it’s the monster’s speed.  It has the option in its movement phase to burrow under the ground.  Next turn it will emerge (no reserves roll needed) via the deep strike rules anywhere on the table.  That means you can get this monster where you need it (say in the enemy’s lines) in your second turn.  Oh and did I mention that it has 6 wounds and cost 170pts?

Trygon

A long standing creature in Tyranid Lore, but his first appearance in standard 40K.  This poor fellow got downgraded from a gargantuan to a monsterous creature for this codex.  It has an impressive stats line WS5, S&T6, W6 and A6, giving it more attacks than any other Tyranid monster.  It also comes with 2 sets of scything talons (that’s a whole bunch of re-rolls) and a multi-shot ranged weapon.  It doesn’t suffer deep-strike mishaps and is fleet so you can get it to where you need it pretty easily.  The problem is that such a large target tends to attract a lot of attention.  You can also choose to upgrade it to a Trygon Prime which makes it a synapse creature and improves its ranged attack.  This does however push the model over the 200pts threshold.  I do like using it though as it does have a habit of scaring the !”$% out of people when it emerges.


Tyrannofex

A gun beast without compare.  This monster has 6 wounds and a 2+ save.  Although it’s only average in combat (WS3, A3) it does come with three ranged weapons that it can fire in each shooting phase.  For its main gun you have the choice of a longer ranged flamer template weapon, an Assault 20 (yes really!) short ranged attack or a 48″ range S10 Assault 2 tank-buster cannon.  The one thing that gets me though about the last gun is how many S10 weapons in the game are there that only have an AP 4?  This cannon can punch through a Land Raider with ease, but can’t kill a Space Marine in Power Armour . . . something a little wrong about that.  All this ranged attacking goodness with an armoured shell that says *rasberry blow* to krak missiles does come at a cost; 250 pts and that’s before you upgrade it.  I have however used it with some success, so I’d recommend taking one, if you have the points to spend.

Carnifex

And now for the star of the post and the reasoning behind why they’ll be staying on the self for a while.  After looking at all the other monsterous creatures available to the Tyranids, what does the Carnifex have to offer?  Well its 160pts, so that’s the same as the Harpy and the Tervigon and only 10 points cheaper than the Hive Tyrant and the Mawloc.

So what do you get?  Strength 9 is the only thing it has over the other monsters.  This is impressive and its 4 Attacks are also nice, but then you factor in the WS3 and I1 and all of a sudden it’s not so impressive.  Special rules . . . when it charges it’s I3! which is still lower than the Tyrant, the Harpy, the Trygon and the Mawloc, plus it’s lower than the average I4 of most of your opponents, so although I like the whole image of the ‘living battering ram’ rule, it really has little impact in game unless you also upgrade your Carnifex with Adrenal Glands to give it another +1I when it charges.  Ok so you want to make a close combat fex? You might think to add to this a set of crushing claws (+D3 attacks) to give you a potential 8 on a charge!  Shame the crushing claws make you hit at I1 regardless, thus making the battering ram rule and adrenal glands useless.  It also makes your fex over 180 pts, and it doesn’t have a ranged weapon yet, that would cost you yet another bunch of points, taking it over 200pts.  This is more than enough to buy a Trygon which has a higher WS, W, I and A, plus fleet and a nasty ranged weapon.  The Carnifex is also rather slow when compared to the Harpy, Trygon and Mawloc.  This lack of speed is ok for the Tyrant and Tervigon who can act as more of a commander/support role, and the Tyrannofex who really should be gunning stuff down rather than hitting them in combat.

So you go for a gun beast instead . . . well the Harpy costs the same amount as the Carnifex and automatically comes with 2 guns, plus it can fly.  Ok it’s a bit whimpy, but when the main incoming fire is S8 and AP3 or better this means nothing, as T5 or 6 you’re still wounding on 2 and the beast gets no armour save.  You really do miss the 2+ save that the Carnifex used to have.  The Tyrannofex costs 90 pts extra, has a bucket full of guns and that coverted 2+ save.

And as for the Carnifex’s one redeeming asset; Strength 9, this is less impressive too when you realise that S6 or S9 you’ll still be wounding most of your targets on a 2+.  Against tanks is the only time it really has any benefit as you’ll automatically penetrate against anything except a Land Raider, but then again the other monsters only need to get 4 or more on 2 dice to rip through most vehicles too, so that’s hardly a challenge for them.  Oh and incase you were wondering about the high strength instant deathing T4 models, well other than characters most of the T4 multi-wound models are in the Tyranid list anyway, and any characters will be striking before you in combat, with even the powerfists striking at the same time, so it’s more likely for your poor Carnifex to be torn down first.  The only great thing about them is that you can put them in units of 3 (if you have 480pts to spend) or in a mycetic spore.

Overall I just don’t think that the Carnifex is worth taking anymore.  The Trygon and the Mawloc do a much better job in close combat, whilst the Harpy and the Tyrannofex are better at range.  Add to this that the unit producing Tervigon is the same price and the awsome Hive Tyrant only costs 10pts more and you start to realise that there are better options for monsters to spend your points on.  This I feel is said as for over a decade the Carnifex has been the ultimate shock troop monster in the game, unfortunately a years worth of gaming with the new codex has made me realise just how much of a bad deal they had with the latest codex and until the next re-write I think mine might sit back and watch as more badass beasties take to the field.

Hive Fleet Gribblin Feeds


This weekend found the 6 inch move team, plus one other, playing an impressive 4000pts game of 40k.  As I can field a large army of Tyranids it was decided that it would be a grand alliance of Space Marines (Servitob), Choas Marines (plus one), Eldar (Carabus), Dark Eldar (ZombiePirate) and Tau (nBreaker) against my horrible gribblies.  Above is a picture of the army I used.  So what did I pick?

  • Hive Tyrant; bonesword, lash whip & heavy vemom cannon, plus 3 Tyrant Guard with lash whips
  • Tyranid Prime; bonesword, lash whip & deathspitter
  • 2 Hive Guard
  • 3 Vemonthropes
  • 2 Lictors
  • 3 Zoanthropes
  • 5 Tyranid Warriors; deathspitters & venom cannon
  • 5 Tyranid Warriors; devourers & barbed strangler
  • 25 Termangants with fleshborers (2 units)
  • 25 Termagants with spinfists (2 units)
  • 30 Hormagaunts
  • 15 Genestealers plus Broodlord
  • 8 Ripper Base with Tunnelling
  • 5 Raveners with Rending Claws
  • Harpy
  • 20 Gargoyles
  • 3 Tyranid Shrikes
  • Trygon Prime
  • Mawloc
  • 2 Biovores
  • Carnifex; 2 twin-linked devourers
  • Carnifex; stranglethorn cannon

How did they get on?  Well ZombiePirate had written up secret objectives for everyone, each with their own victory points value.  Somehow I managed to win, not that you would have guessed by what I had left at the end of the game; a dozen Termagants and 5 Ripper bases, compared to their Ravenger, Defiler, Chaos Predator, Hammerhead etc that they had left.  The Tyranid’s primary objective was to eat as much as they could (now there’s a surprise), and after managing to kill 17 units I had done enough damage to the alliance to score a win, but only a marginal one.  They had managed to collect over 1500 victory points from their objectives, whilst I’d gained 1700.

The general theme of the game was as follows; every alliance unit (other than the Dark Eldar and the Daemon Prince) sat back and shot the hell out of my Tyranids for the first few turns.  The 2 Wyches uinits with Succubi assaulted the Hormagaunts and killed the entire unit in a single combat phase (ouch!).  The Wyches then got massacred to shooting from a Warrior unit and the devourer armed Carnifex which then gave nice targets to the Succubi (though the Warriors with Tyranid Prime seriously put up a fight – both Succubi only had 1 wound left by the end of it).  The Ravenger and Raiders spent time pot shooting at stuff whilst the Mandrakes were seen off by the second Warrior unit on the other flank.

The Tau took the first casualties of the game when my Biovores got a lucky first turn shot and wiped out an entire unit of Fire Warriors.  They then spent many turns of shooting and a Fire Warrior unit managed to beat a Termagant unit in close combat for a couple of turns before the Kabalite Warriors gave them a hand.  The Tau commander and the 3 Crisis suits he was with had a close encounter with the High Tyrant (enough said really), whilst the Hammerhead had lots of fun shooting its Railgun and missing a lot.  nBreaker did however manage to capture 2 of his objectives and score some nice victory points for the alliance.

The Eldar did a lot of damage with their Guardians and Fire Dragons, weakening the Mawloc enough for the Space Marines to kill it in combat, plus seriously hurting the Harpy and finishing of the Tyrant with Bladestorming Avengers.  This was however after the Tyrant and his Guard had stomped all over the Autarch and his Scorpions, plus finishing of the Guardians and said Tau units.  The Fire Dragons got eaten by Genestealers and the Falcon was first immobolised by the last Zoanthrope, and then had the creature assault it and headbut the pulse laser off it.

Servitob didn’t disappoint us by having his entire Space Marine force wiped off the table again, but he did do a lot of damage on the way out.  Taking out the Mawloc, the Harpy and a horde of Termagants.  He did get unlucky though when his Assault Terminators suffered a deep strike mishap and ended up getting lost in the Warp as they tried to teleport into the battle.

The player who scored the most vicotry points for the alliance was the newcomer who for this post at least I shall call Plus One.  This is a lad who has only just started to play wargames and we are glad to have him join us. His Daemon Prince kept two units of Termagants occupied, whilst the Raveners tried to take it down – didn’t quite work, the Raveners got shot up by the Chaos Predator on the way in and then what was left was splatted by the Daemon Prince.  He lost an rather large unit of Chaos Marines to the Genestealers, then massacred said aliens with rapid fire from the his other unit.  Due to him taking down the Carnifex on that flank there really was nothing to challenge the Defiler or Predator so they had lots of fun re-painting the terrain Ichor purple.  All in all a really fun game.

So what would I change in my army?  Well when it comes to the way I played there were a cpuple of stupid mistakes I made – such as deep striking the Trygon Prime right infront of the Fire Warriors, Crisis Suits and Kabalite Warriors (it didn’t last very long) that I hope not to repeat.  I also don’t think I will be deep striking this much stuff again, I just felt like there was too much missing in the earlier stages of the game (not enough targets for the alliance to shoot at), and even if a unit like a Trygon emerges in turn 2 (which it did) it wouldn’t be able to do anything except get shot at until turn 3 so I might start deploying some things as normal.  The other big change would be to take the Carnifexs out of the army, and I plan on writing another post about that, as they’re just not worth the points at the moment.

Still a good game, thanks for the fun guys.