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Lord Hanaur

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Posts posted by Lord Hanaur

  1. Well, I don't even own a single one.  I just like building lists.  :D  

    You do like doing that.  that's true.  i am going to have to beg Westrider to let me borrow his junk pile (read:  Tyranids) so i can play with them like LEGO's...and with each passing game, i will grow my LEGO construct stronger and more fearsome!  GRAR.  until finally it is winning tournaments.  And then i will cry from atop the mountain:  "LONG LIVE THE ABSENT MINDED PROFESSOR AND HIS CEASLESS PERSUIT OF THE MIGHTY FLUBBER!".  And they said it couldn't be done.  HA!

     

    For the law of Lord Hanaur reads:  That which is awesome must be fielded.

  2. I'm reading on several forums that Tyranids are having some good success against Tau.  Interesting.  there are multiple threads on DakkaDakka on it, with some stories and battle reports.  There are some in Africa, some in Canada, a couple in places Im not sure of.  Also saw a pretty good Youtube illustration of what Tyranids can do to Tau, especially Gunline Tau.  Oofta.  Not ALL end well for the Tyranids but there's a couple beat downs.  One good turn of rolls and deep strikes and booya!  Turn 2 can be a blood bath.

  3. I mean this in the most civil possible way - but how is any of this relevant? While I'm annoyed at the loss of Spores, that's not the underlying problem with the book that the bug players here in this forum are actually discussing. Nor is who's to blame. The problem is the book has serious problems in terms of being on par with the rest of this edition, and so obviously so. We as consumers don't have to look any further than that.

    Umm...  this is a "Tyranids are here" thread and it seemed very on topic to discuss that.  Plus, I am running out of ways to stay interested in the trend of "uh huh" and "Nuh uh" that it's turning into.  Correction.  Past tense.  HAS turned into.

     

    So, its an aspect of the Tyranids arrival we could ALSO discuss.

  4. According to some online sources, part of the reason certain elements were omitted were competitiors poaching on their stuff and selling models.  Apparently there was a sizable lawsuit attached to this.  There's several places where they site (unnamed sources of course) as saying that play testing didn't start early enough and so playtesting results weren't conclusive enough by the time upper management forced them to "finish playing with their toys and sell something already".  I dont know the sources and cant verify any of it but its plausible.  

     

    I thought it funny because I remember all the online chatter about 5 years ago where people were really upset at the way GW was always releasing things later than scheduled.  Well now they are apparently on a breakneck strict schedule I'd say.  Maybe they should decide on an author next time a lot sooner?  That could give him more time to think about it before the project ACTUALLY starts.  

     

    Who was the project manager for the book.  Does it say?

  5. It was this list:

     

    Hive Tyrant: Twin-Linked Devourer with Brainleech worms x2, Hive Commander, Wings

    Hive Tyrant: Twin-Linked Devouer with Brainleech worms x2, Wings

    Tervigon: Regeneration, The Norn Crown

    Hormaguant Brood: x3 10-man

    Termagant Brood: 30-man with x25 Devourers

    Zoanthrope Brood: 1 x 2

    Venomthrope Brood: 1 x 1

    Mawloc: x 3

    Aegis Line with Comm Relay

    = 1750 pts

     

    from (http://bloodofkittens.com/blog/2014/01/15/tits-tournaments-tyranids-spin/)

     

    I just had pretty much the standard Nurgle Biker lord list (Bikes,2 units of plague marines, oblits, heldrake) w\chaos daemons (BioPrince w/insta-death sword and Soul Grinder).

    What I love about this list is that it has five units that can be ON the other guys starting line by round 2, and 60+ scittering gaunts on their way and threatening in turn 2 as well.  It backs the enemy up quite a bit and sets them up pretty nicely.  I understand that enemy shooting will whittle that lot a fair amount before its down and dirty time, but turn two has got to be a veritable explosion of enemy casualties on the enemy side, many of them high value and if those monsters do nothing but hold the enemy in place for turns 3 and 4, that could be enough to allow the Gaunts to spawn and run to their objectives behind that massive wall.

     

    It's kind of fun to imagine cinematically.

  6. WHERE:  

    Olympic Cards and Comics

    360-459-7721

    Using I-5 South OR North, take exit 108 ONTO Sleater Kinney

    Take a Left onto Pacific Avenue

    Huge Blue metal building on the left.

    Voila!

     

    WHEN:

    See the schedule Below

     

    WHAT: 1850 point Warhammer 40,000

     

    WHY: Because you worked so hard on your campaign forces and you need a place to try them out for realsies

     

    WHO: You and every friend you can muster or tell about this event.

     

    Find a friend and bring them.  It's silly not to travel in packs.  And so maybe two or three friends then.

     

    What does this mean for you and your life as a gamer? Well so glad you asked! It means that those of you who have been putting off painting now have no excuse. It's an excuse to get some work done and win some stuff.  Should be good times.

     

    There are a few things that are bound to need attention so let me start right off:

     

    A. $15 per person.

    1. We are not using Stronghold, nor Escalation rules for this particular event.

    2. You can use any official Codex, and any non-Escalation or Stronghold related Dataslate that you can provide rules for to your opponent before during and after the game.

    3. Forge World RULES will not be used. Forge World Models can be used as appropriate proxies so long as they require no extensive explanation to your opponent and are more or less the correct dimensions.

     

    4. When "time" is called, if the current round is not complete, you will return to the previous rounds victory condition total to see who won. You must complete the entire rounds events for the round to count. Rounds are over when the judge tells you they are over. If your clock contradicts that of the judge, the judges clock will be the one we use.

    5. SLOW PLAYING WILL NEVER BE OKAY. For those unfamiliar with that term, it means that you intentionally slow down the game in order to avoid losing. Certain armies are like thundering hammer blows in the early going, but they take it in the shorts later on. Tau are a good example of an army that can be up by 6 KP's before they start losing things...but they lose them pretty rapidly later. So if a Tau player was himming and hawing and generally going slow to avoid the loss, I would have no compunction about issuing a warning or even a Victory Point Penalty. If that warning does not have the desired effect, I will simply exclude you from prize consideration. So, your best bet if time is running down and there may or may not be enough time to finish another round, don't sit around discussing it. Just mark what the current Victory condition totals are and play on. Then if the next round truly cannot be completed in GOOD FAITH, then you return to that previous completed rounds score as your final one.

     

    Prizes in General:

    You can win multiple prizes. If you win Best Sportsman, you win it. If you win Best General, you get that too. Makes no sense to give a title like Best Sportsman to someone who was third best for example. Just doesn't.

     

    Prizes will be determined by the number of players present. Best General and Best Sportsman are guaranteed to be prizes. It's simple math: we want the prize to be worth the effort. So if you tell EVERYONE, FACEBOOK EVERYONE and generally don't procrastinate nor let up in your recruiting of players for the event; and don't let any bias get in the way of having a good time, then we should have no problem giving more prizes. =). If we reach 12 players, Best Painted will have a Prize.  If we reach 16, here will be a prize for Best Overall prize.

     

    Painting Requirement:

     

    We will not judge paint with a rubric, but we will REQUIRE painting.  Any unpainted models can and will be be permanently removed from play for the tournament by a judge. Don't act offended when it happens. You have now been told ahead of time that all models must meet the three color standard (Base color, contrasting color and probably weapons or something).

     

    If there is a prize for paint, it will be player voted, not judged by me (because the Good Lord knows I have no business judging it). Each player will inspect the armies during our lunch break and name their favorite. Most votes wins. Tie goes to the person with the least number of wins. Makes it worth painting no matter whether you win or lose, don't you think?

     

    Other Stuff:

    Make your life easy: bring a display board. So much easier to move armies about and display them and people like them. A plank or even a McDonald Tray is better than loading and unloading from a bag. Just a suggestion, not a requirement.

     

    QUESTIONS: We ALL forget rules! There are a LOT of codex's with many rules interactions and then there are FAQ's that create another layer of possible discussion. In addition, the parallax effect can make us see things differently from one another on blasts and so on. Talk about it for a minute, look it up (The index works great) and if you cannot agree (and it happens), dice it off so you don't get into a slow play situation. But if you feel like it is imperative to the outcome of the game, or maybe neither one of you feels sure ENOUGH to make a call on it either way, then call for a judge. Rulings are final until the tourney is over and will be the best attempt at correctitude we can make at the time. Sadly, we're wrong sometimes. But if a decision HAS to be made by a third party, we'll make it. Better that you ask before the tourney (see the schedule?) or you and your opponent settle it to continue having fun.

     

    Schedule:

     

    10:30 Registration. Pay up folks.

    10:45 Announcements and repeating one self for those who didn't bother to read this. Go over oddball FAQ questions, preferably with a focus on being cool to one another. Occam s Razor is the rule.

    11:00 Tables assigned and moving of armies begins.

    11:15 to 1:30 Round 1

    1:30 Set your army up for inspection and voting

    1:45 Voting on Paint.

    2:00 to 2:30 Lunch

    2:30 Matchups announced, shuffling of armies

    2:45 to 5:00: Round 2!

    5:15 Matchups announced, shuffling of Armies begins

    5:30 to 7:30 SPEED ROUND 3, Cause Champions go fast.

    8:00 Prizes announced and Forum fills with joyous "what a great time I had" accolades, because we all know no one ever complains after a tournament afterwards (tongue in cheek here)

    8:15 After tourney Gaming to include...well any game you want. Cause it's your time. Flames of War, War Machine, Warhammer...you name it. Gabi has it.

  7. So I got yet another game in with this.  The Obliterator mishap'd so i didn't get to see him do his thing because the opponent placed it (mishap) WAY on th back edge of my table (naturally).  However the Mutilators wrecked two key tanks before getting shot to death (more than doubled their points).  The Khornate Raptors did a great double charge to kill a Tank AND Guardian Defender unit.  Dirge Casters kept the unit safe from retribution.  

     

    The Defiler wrecked a Warp Spider unit that Deepstruck the rear of my army, and then I was able to score the objectives by reserving the troops and bringing them on from board edges.  Enemy Army was bottled up front, so all I had to do was contest with Raptors, a single troops choice in the Land Raider, the sorcerer.

     

    Once again the Heldrake failed to be awesome, but it did NOT fail to draw a lot of fire that would otherwise have gone into more important units and THAT was worth it on its own.

  8. Well since I never have PLAYED bugs but twice (won both of those games using hodge podge forces) yet have played against them a LOT, I see this differently.  

     

    When I look at the Instinctive Behavior (IB) chart I see pretty much all positives except Feed and even Feed has good results.  The chart doesn't even come up until you fail morale which you may never do.  Live in fear of what may rarely happen?  Not this guy!  I'll Deep Strike 4 inches from you because its WHY THAT UNIT IS HERE!

     

    I am on a lot of forums.  And on those forums I hear VERY little talk about how to USE this codex.  All I hear is how bad it LOOKS (with, by the way, maybe three games to back it up if that before they spouted, if that).  I hear that ONE Instinctive Behavior table CAN bone you.  CAN.  But as for useful tactica?  Forget about it.

     

    I think if you keep tinkering with it, you're going to find that what I said earlier is true:  Lists will change and results will improve.  I don't think they will be "top tier", but then, most agree an arms race isn't a good idea anyways.  I think this codex falls in the "Good Generals are going to mop up like they always do, but look awesome doing it" category of middle tier.  

     

    And looking awesome doesn't suck.

  9. FWIW, I played with the closest approximation of my old list (Dropship Buggers), vs. my normal Necron opponent, using the normal level of terrain we play with, and have just gotten ROFLstomped. Lack of Catalyst plus the Terv nerfs (esp Synaptic Backlash and the inability to pass off Biomorphs) really, really hurts - he Telsa-Destructored the crap out of them and bang, there go most of my obligatory Gaunt squads. This is Turn 2, btw. I had to completely change my counter-assualt to make sure my Feeders (Ravs, Horms) weren't out of Synapse lest they stop fighting the bad guys and eat each other instead  :angry:

     

    What's driving me nuts most of all is that I can't get past the feeling that IB is a massive Achilles' Heel which most armies can exploit almost at will, both in play and with the player. The way you protect delicate units in all other armies is cover and reserve - but with most Synapse being large it makes getting LOS all too easy, and IB actively screws you if you DON"T have your babysitters. I can't think of any other army whose armywide rules are an active disadvantage AND a way to nullify that disadvantage. 

     

    The bigger issue for me was tracking IB - as I started to lose Synapse (because it's going to happen), I found myself staring at the board trying to figure out what my critters were likely to do in its absence, then double checking, moving synapse back in, remeasuring at the start of each turn and having to randomize what everything does. Feels a lot more like a geometry class than a game, and adds approximately ZERO to the gameplay experience of running Nids. It's just another housekeeping thing to do for the "benefit" of playing the army. That's pretty crappy.

     

    So you WILL have to change your list some then.  That happens almost every time a codex drops to some extent though.

  10. The Mutilators and the Obliterators job is to threaten vehicles and force enemies to make a choice:  fire at the tidal wave or...fire at the l'il 'itty bitty Mutilators.  The Mutilators can kill tanks pretty well.  So can Obliterators.  Obliterators also kill people and tie them up.  So do Mutilators. 

     

    For FOC reasons I went with the one obliterator and two Mutilators.  They serve their purpose very well.  Toooooough to kill, attracts a lot of expensive attention and for a lot less reward than the enemy probably wishes it was.  But they cant just let Nurgle droppings fall from the sky and not clean it up.  bad habit of causing ruthless infection and massive property damage.

     

    At 61 poionts a plop, well...  It's a steal to attract all that spendy attention.  2+ armor is no joke.  5+ invul?  yes please!  Tough 5?  yahoo.

  11. Yahoo, got a couple test games in with the Defiler added.  Great addition, and totally getting more production than I did with the Sorcerer.  Backfield defense is better against Warp Spiders and the like.

     

    Also been toying with deployments.  As always the goal is to defend the ACTUALLy important things by making the actually not important things an easier target.  Somethings gotta die some time.  Switching the one Raptor unit helps me take casualties slower on the side that has the bigger amount of firepower, assuming I hjave no way to avoid it altogether.  

     

    The list is evolving really well.  I hope to do a follow up battle report once it feels tuned up.  With this kind of force in 6E, it's not as simple to design as it seems.  There are things on the board you can't see as readily on paper.  A "feel" for deployment is important and that is taking a little longer as the list changes, but I'm getting there.  Pretty fun experiment.

  12. Tau.  So awesome.  And their army isn't bad either.

     

    I think you beat Tau by:

     

    1.  Focusing a ton on their troops.  Though more damaging units exist and scare you, the reality is, scoring units are the primary target in most games and you can lose nearly everything and win as long as you have troops left.

     

    2.  Reserves.  Cant shoot what they cant see.  Comms Relays can help you keep units off the board and force the issue to secondaries because you simply have more troops than they do at the days end.  Therefore:

     

    3.  First Blood at all cost.  With enough speed, Linebreaker is easy.  Keep your warlord alive and you dont have to worry about his.  So whatever you do, dont give up first blood and pick out the easiest to kill unit and kill it round 1.

     

    It's no guarantee that you CAN get (or avoid) First Blood.  But Tyranids DO have the advantage of massive body counts that threaten and force the enemy into shooting THEM, with low chance of first blood, compared to the things trying to kill, say, ONE Fire Warrior Squad the Tyranids are focusing on.

     

    Other things:

    4.  Tau LD sucks.  Pin the Markerlights.  Then pin Riptides if you still can.  Infiltrating Broodlords in cover = good.  Who says they need to charge right away?  They can be your support units for a bit.

    5.  Broadsides do not like Exocrines.  Nor Mawlocs.  Just saying.

    6.  Tyranid Artillery does not suck.  Crowded FOC there but I cant help but notice that the Tyranid artillery essentially never "misses".  Barrages against Tau are great.  Barrages allow you to get past the drone walls and other defenses. like the Mawloc does.  I'd use a Mawloc, personally but...

     

     

    There's a few morsels of biomatter for thought.

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