Monday, 29 October 2012

Genestealer Cult

Thought it was about time I got some pics of the Cult of Askepios on the interwebs, so without further ado:

Genestealer Magus

Cult Icon Bearers

Wouldn't be a cult without... Genestealer Hybrids
So it hasn't taken me all this time to paint these 8 guys; the cult is over 50 strong and also includes brood brothers with support weapons, as well as my own take on a squad leader type character, and an unlikely number of AV12 tanks.

I used the army from early this year as a mech-guard leaf-blower type list with an embarrassing lack of success, though felt I was getting the hang of it by the end of 5th ed.  Having been used to close-ranged armies such as Tyranids and Orks it was a whole different animal on the tabletop - with deployment usually playing the key factor in securing the win.

When 6th ed now having put the old Tyranids, I think, back in the game as a competitive option (what with their flying psychic machine-gun platforms) I've been focussing more on the Nids.  Some of the changes made it clear that my 'Stealer Cult' army was not going to be as effective as it was (namely the changes to vehicle damage making 'AV12-spam' a less appealing tactic, and the Hydra Flak Tanks becoming less effective at dealing with ground-based transports), with allies throwing some interesting options both for making the army more competitive, or more themed towards a more characterful style of play.

For now though I'm thinking that the basis for the army of a Company Command Squad (CCS) with 2 Infantry Platoons is solid and theme-appropriate.

The CCS holds the Magus model as Commander, with his psychic abilities being represented by the 'Orders' system of the Imperial Guard.  Likewise with the Icon Cult Bearers leading the Platoon Command Squads, channeling the Magus' psychic abilities through their icons and insane preaching!

The Infantry squads I will be expanding and grouping together, probably behind an Aegis Defence Line, still armed with Autocannons and for the time being flamers (for the overwatch bbq!).

The air-support contingent (of 3 Vendettas) has, luckily, emerged as a still very effective formation.  They are hard to take down, can deal with enemy flyers or (if there are no flyers) tanks pretty happily.  The difficulty in downing them could also, I think, be exploited by putting some bare infantry or special weapons teams in there for objective grabbing.

Heavy Support wise I will be dropping the Collosus tank, and also the Hydras in favour of probably Manticores.  S10 and the range is hard to argue with, and they can cause multiple wounds or hits by being D3 large blast.

The other option I'm considering for heavies is Leman Russes, which I always find a pain when playing against.  What is putting me off them for now though is that the gun I most like the look of (the Demolisher cannon) is too short ranged.  Perhaps if later on I can come up with a more mobile list to give them some support as they trundle into range of the stuff that can take them out.

AND what I'd love to fit into the list is a Primaris Psyker with Psyker Battle Squad - mainly for the Psychic Shriek / Weaken Resolve combo.

Something I'm certain would be effective, though I'm struggling to see how I could thematically link them to a GS cult, is Space Wolves allies.  2 Rune Priests and 5 Grey Hunters would give me (at the minimum) Prescience and improved Ld on both my combined infantry platoons.

Allies aside, bare bones of a list would be along the lines of:

HQ
Company Command Squad (wargear to be determined, default is melta guns)
Primaris Psyker

TROOPS
2 x Infantry Platoons comprising:
Platoon Command Squad (wargear to be determined)
Infantry Squad with Autocannon, flamer, Commissar
Infantry Squad with Autocannon, flamer
Infantry Squad with Autocannon, flamer

ELITES - Psyker Battle Squad

FAST - 3 Vendettas

HEAVY - 2 manticores

Aegis Defence Line

Which takes me over 1500 assuming meltas on the CCS and a couple extra bodies in the Psyker squad, building towards 1750.  Will have a think and get a proper list together along with more pics - open to suggestions and comments also!
   

Sunday, 12 June 2011

Uprising!

As we near the halfway mark for 2011, you'll have gauged from the lack of activity on the blog that it's so far been a hard year for Hive Fleet Askepios. 2010 had been a promising year for the Tyranids, but as the mechanised might of 5th edition grinds its gears against the bugs, victories have become few and far between! With the initial assault thwarted, the Hive Mind has taken a step back to consolidate its position, put out feelers, seek fresh feeding grounds. It's time to go back to basics. For Tyranids, that means finding new worlds to conquer, infecting the indiginous population with alien spores that, over generations, manifest themselves as hybrid creatures with an innate desire to overthrow the existing authorities, so that the planet is rife with internal strife by the time the Hive Fleets arive, making them easy prey for the Tyranid invaders!

So without further ado, I introduce the first initiates to my burgeoning Genestealer Cult: The cult of Askepios!




A small sample there of the disturbed creations I'm churning out just now. I've always wanted to do an army like this, obscure and heavily converted, there's an appealing sense of insanity about even taking such a project on! But, like my Brood Brothers, I'm devoted to the cause, and hope to keep the blog updated as to the progress of the rebellion. I've got plans for all the old favourites (from the 2nd edition codex) so you can look forward to seeing a purestrain Genestealer Patriarch, the psychic Magus, and the fanatical Cult Icon Bearer.




So how the Hell do I plan to field such an army, when there aren't any rules for them at present? Well it'll be 'counts as', counting as Imperial Guard. The cult, as I'll be fielding them, will already have had a fair amount of success in overturning the planetary authorities. They've captured munitions factories and 'liberated' transport vehicles, aircraft, and defence batteries from the Planetary Defence Force, and they're ready to use them! So it will be a heavily mechanised army. One of the 1750 point lists I'm looking at has 17 AV12 tanks in it. Yup. Pure cheese. I like to think of it this way - the Tyranids I'm playing are seeking to defeat their enemies by infiltration and disruption, so that's exactly what I'm doing with the Imperial Guard Codex! We'll see how it goes. In the meantime I'll be cutting, hacking, sawing, and getting out some 'Rage Against the Machine' CD's to get me in the mood for a revolution!!




Sunday, 6 March 2011

TEAM BATTLE!!!

This weekend a few of us from the club went over to Steve's gaming barn for a team battle: Steve and Paul using 4000 points of Steve's Screaming Eagles vs Alan and I using 2000 points each of our Ork armies. We'd decided to allow ourselves a little leniance with the Force Organisation chart so this was more like an Apocalypse game than a normal game of 40K! It also meant Alan and I could bring all of our Deff Dreds & Killa Kans for a combined total of 17 Ork Walkers!!! With over 100 boyz and a sizeable 'Speed Freak' wing of trukks headed up by Alan's battlewagon, it was a satisfying experience to deploy such a force!

Having been mostly focussed on honing competitive lists, speed-painting beardy armies and getting in as many practice games as possible recently, it was a breath of fresh air to do some gaming purely for fun. Not that I don't enjoy the competitive side of things - quite the contrary! - but it's fun to try something different now and then. I haven't played many team games but they've always proved entertaining, and playing on a saturday makes things so much more relaxed time-wise.

Rather than rolling for a mission, we unanimously agreed that an objective-based mission with Pitched Battle Deployment would be the most fun. 5 objectives went down, and Alan and I won the roll-off to choose first or second turn. Though I tend to prefer going second in objective missions, Alan seemed keen to go first, and when I thought about I didn't reckon 'da boyz' would want to wait for second turn either! We set up our Boyz behind the sizeable Kan wall, with our fast wing under cover of one of our trusty Kustom Force Field to our left flank. Steve and Paul kept most of their force in reserve, deciding to see where the fighting was going to be thickest before committing the entire army to the fight. With battle-lines drawn, Steve thought he might as well have a go at Seizing the Initiative...
...And rolled a 6! The Marines had bagged first turn! A land raider filled with Thunderstorm Terminators and a Terminator Librarian led the advance on our right flank, while the fire support units on the left opened up on our Trukks. Thanks to the Kustom Force Field, the Marines' Turn 1 ended with all the Trukks on the left flank intact, and only one kan lost! Da Boyz were now raring to go, bellowing and whooping as they surged forward to get stuck in!!

WAAAGH!!! It was Turn 2 before we hit the Marine lines, with a decisive assault from Alan's Kommandoes who used their Outflank move to get in amongst one of the Predators on the left flank, and some not-quite-so-decisive assaults from my Trukk-boyz. One hit a Devastator squad, who survived and stood firm for another turn; while another managed a nifty double-assault on another Predator tank and a Dreadnought. We managed to pop the Predator, but the combat with the Dread would rage on for the rest of the game, much to everyone's amusement as the combatants swung ineffectually at each other round after round!! Alan's Battlewagon with its deff-rolla was proved a rather more effective weapon, pulling off a multiple Ram and Tank shock move that chewed through Tactical Marines, tanks and a Dreadnought!

On the left flank we knew things were going to get messy once the Terminators got out of their Land Raider - and they didn't dissappoint. By this time a full squad of Assault Marines with their Chaplain had also arrived to support their brethren. Confident we had enough boyz to repel such an attack we flung unit after unit into what became a meat grinder in the middle of the table! As the turns went on the Orks ground down the elite assault units, and were left free to move onto the objectives. But there always seemed to be more coming in from reserve, and they saved the best for last!

In a final twist, 15 Terminators teleported in behind the Ork lines and opened fire with their Assault cannons and storm bolters on Turn 4. Steve and Paul had a good chuckle as they watched Alan and I do an 'about face' with pretty much every model on the table to meet this new threat - Get 'em boyz!! Intimidating as the Terminators were, they weren't quite enough to turn the green tide and victory went to the Orks - good job ladz! What better way to spend a saturday than having a proper scrap with the Imperium's finest?!

So a good game was had by all. What's great about big games is that there are always memorable moments, like the dramatic arrival of the Terminators towards the end, or the seemingly unstoppable Deff Rolla Battlewagon attack! Most of all though it's always a great experience to play a good game in good company, without scrutinising every move as much as I normally might, or referring to the rulebook every 5 minutes! I find the Orks a particularly good army for playing 'fun' games with - it's easy to get into their character and the Codex is written in such a way that a straight out full frontal assault is seldom a bad tactic! Anyway that's all for now, hopefully we'll be able to set up another team battle some time soon.

Monday, 21 February 2011

X-Legion Tournament February 2011

Having been lucky enough to secure a ticket for the first of this year's renowned X-Legion tournaments held in Southampton, I've been really looking forward to the event for weeks! Though practise games had shown a little weakness in my army list (see report from Rapid-Fire last year for the list), I was confident it was strong enough to contend with the big-hitters that would surely be attending. A few extra gaunts painted in the days before the event and the Nids were ready to rock, and embarked on the long journey South to battle!

Game One - Seize Ground, Dawn of War - Result: Victory!

versus Marcus Rose's Chaos Space Marines:

Tzeentch Daemon Prince with Warptime & Wind of Chaos
3 Terminators (2 with combi-weapons, 1 Reaper Autocannon)
2 x 9 Thousand Sons (including Sorceror with Doombolt) in Rhinos
1 x 8 Khorne Berzerkers (including Skull Champion with Power Fist) in a Rhino
7 Summoned Lesser Daemons
2 x Defilers
3 Obliterators

Using LOS-blocking cover to shield the Tervigons while they spawned away, the Tyranids had the numbers to lock the elite Traitor Legions in combat with gaunts, allowing the Monstrous Creatures to advance and deal with the Daemon Price & Defilers. With the road cleared, the gaunts raced forward to grab 2 out of the 3 objectives and secure a solid win to start things off!



Game 2 - Spearhead, Capture & Control - Result: Loss!

Versus James Taylor's Chaos Space Marines:

2 x Slaanesh Daemon Princes with Wings & Lash of Submission
2 x 5 Plague Marines with 2 Plasma guns, in Rhinos
5 Plague Marines with 2 Meltaguns in a Rhino
5 Chosen of Chaos with 3 Meltguns in a Rhino
3 Terminators with Combi-weapons
2 x 3 Obliterators
Vindicator with Daemonic Possession

Fearing the amount of firepower combined with the lash daemon princes, I went into reserve for this one, relaying on Hive Commander to get a large portion of my army in on Turn 2. This went largely to plan, with the outflanking Tervigon arriving on the left flank to advance on the enemy objective with spawned gaunts while the Hive Tyrant bolstered the defence of my own objective on the right. I lost both Trygons the turn they arrived to plasma gun fire and a combined charge from the lash princes, which was a bit of a blow, but a self-inlflicted one as I should have seen it coming and factored it into my placement of them for Deep Strike! The Doom made his presence felt prominently, killing 4 Obliterators and 3 Terminators the turn he arrived! Around turn 4 James saw that he had a bit of an infestation problem threatening his objective and mobilised his rhinos to form a wall of tanks and plague marines. It was enough to stem the tide of gaunts, killing the Tervigon to quash the attack once and for all. Meanwhile a protracted combat against Plague Marines saw the game end with my home objective contested. A very close game with only 10 VP's in it, but a loss for the Tyranids nonetheless!

Game 3 - Pitched Battle, Annihilation - Result: Loss!

versus Steve Harrid-Jones' Space Wolves

Rune Priest with Living Lightning & Murderous Hurricane
Wolf Lord On Thunderwolf with Wolf Claws
4 x Thunderwolf Cavalry with Storm Shields
5 Wolf Scouts with Sniper Rifles
2 x 6 Grey Hunters (Wolf Guard with Power-fist & Combi Weapon, Meltagun, Mark of the Wulfen) in Las/Plas Razorbacks
Grey Hunters as above with Wolf Standard in Drop-pod
2 x 6 Long Fangs (5 Missile Launchers)


Though I struggle the most in Kill Points missions (just can't seem to grasp the concept of not getting my own guys killed!) I was quite optimistic about my chances against this compact Wolf list. Being left with second turn, I didn't much fancy getting shot up by long fangs for a turn without the chance to cast catalyst, so again went for the old Nil-Deployment... which proved to be my undoing. Poor reserve rolls saw only a few units arrive in Turn 2, which were soft targets for the Thunderwolf Cavalry. I never recovered from the early losses, as Steve was able to focus his fire on the isolated contingents, precisely what I'd tried to avoid happening! A fun game but rather embarrassing in retrospect! A far more sound strategy for this one would have been to deploy everything in a solid blob and roll straight towards his gun line from one side, hopefully limitting a bit of fire. I've only really just woken up to the idea of 'blobbing up' with all that T6 and going for gold with them, and it's certianly a tactic I'll bear in mind against lists with no big blast weapons. Every game is a lesson though, and this was an important one: Nil deployment is not always your friend!

Game 4 - Dawn of War, Capture & Control - Result: Victory!!
Versus Phill Wallbridge's Blood Angels:
Reclusiarch
9 Death Company in Rhino
5 Assault Marines (Power fist/combi-weapon Sergeant, Meltagun) in Razorback
5 Assault Marines (Power fist/combi-weapon Sergeant, Meltagun) in twin-las Razorback
5 Sternguard with Meltaguns in Razorback
10 Assault Marines (Power fist Serge, 2 Meltaguns)
3 Sanguinary Priests (all with Power Weapons, 1 with Jump pack)
Baal Pred with Flamestorm Cannon & Heavy Flamer sponsons
Vindicator


Though unnerved to be facing Blood Angels after getting gubbed by Space Wolves, I was rather relieved to see this army list. The Blood Angels have access to more AV13 than any other marine army and Phill hadn't taken advantage of this... however he had been presented the prize for most combined points from all of last year's X-Legion events so the Sons of Sanguinius were obviously in good hands!
I was fortunate in that the board we drew was festooned with LOS blocking terrain, in fact it was nothing but. Phill had first turn and deployed his death company + reclusiarch as far forward as possible in their rhino. I plonked down 2 tervigons in cover, with a plan in mind. Phill zoomed his rhino up in turn 1, bringing on everything but the Baal Pred & Assault Marines from his board edge. Spawning gaunts and advancing on the Death Company Rhino, as the Monstrous Creatures arrived from my board edge, I readied the Hive Guard to bust the Rhino and unleash a devastating pre-emptive strike. However after 12 S8 shots the rhino remained unharmed and the Death Company got that charge off against a vulnerably placed Tervigon. They were wiped out in a counter charge from the Hive Tyrant's unit, but with the other Terv having run dry that was all the spawning for the game. Luckily the Hive Guard were able to take out the vindy, whilst some unfortunate reserve rolls saw the Assault Marines delayed and the Baal Pred outflanking on the wrong side. Meanwhile the Trygons were able to take on the Sternguard & Razorback marines, with the remaining Tervigon guarding the home objective. A solid win for the Nids and a good start to day 2!

It was time then to have a look around and put in the votes for best army! I was quite taken with Ashley Hayewood's Night Lords, which he was playing rather innovatively as Space Wolves!! I was so impressed I voted this as my second choice for best army. First choice went to Andy Pattison's Imperial Guard, with some sweet converted Vendetta's (the rotor blades and cockpits were scratch built - awesome stuff!).


Game 5 - Annihilation, Spearhead - Result: Loss!
Versus Richard Grint's Imperial Guard
I have no idea about the Guard Codex but the list was something like...
3 Chimera's with normal guys inc autocannon weapon teams
3 Chimera's with Special weapon Vets
Chimera with Psyker Battle Squad
3 Vendetta's
3 x2 Hydra Flak Tanks
My heart sank when I saw I'd be facing the guard, I'd seen the Vendettas and Hydras dominating battlefields all weekend - now it was Askepios' turn! Though I have to say my spirits were dampened again when I realised that I was facing the infamous 16-tank list everyone had been talking about! Then again when I saw the barren desert-style board, then again when Richard won first turn....
I still can't see what else I could have done to prevent my swiftest defeat ever! I went all reserve, but with only a small portion coming in on T2 they were annihilated and once again I never made the difference back. The outflanking Tervigon arrived on the wrong side and spent the entire game running for all she was worth, only to be melta-gunned in the face by vets! Nid of the match went to the Doom & his spore, who each managed to wreck a Hydra! But with 4 more where they came from , it just wasn't enough!
There's no denying it was a massacre of comical proportions, and would have been a miserable experience had it not been for Richard being such a good-natured opponent - we had a good laugh about it all and I'd gladly face his guard again if our paths cross in the future!!
Caught a snap of his guard as he was tidying them up afterwards, loads of armour!:

Game 6 - Seize Ground, Pitched Battle - Result: Loss!!
versus Rupert Penwarden's Imperial Guard
Again guard players please forgive my unfamiliarity with yer book!
4 Chimera's with special weapon Vets
Chimera with Psyker Battle Squad
Large squad of normal guys
3 Vendettas
2 Manticores
2 Hydra Flak Tank


With 5 objectives on the board I was certainly on firm ground with the mission, if not with my opponent's army! Anyway in a stroke of luck I won first turn, so elected to deploy everything and try and get as far across the board as possible before getting shot to bits this time! The downside to this was that through trying to cling to terrain I ended up with a slightly skewed deployment, allowing Rupert to weight his own deployment in such a way that, realistically, I was only ever going to reach one wing of his line, whilst receiving fire from the whole lot. Some LOS blocking terrain allowed me to actually hit home with assaults on one side of the board, however it wasn't nearly enough to stop Rupert going for the T5 objective-grabbing tank shock, blowing me off the objectives I held to win the game 3-1! The Nids were not enjoying the tanks, bit again we never mind loosing to a worthy and affable foe, which Rupert certainly was. Another great and memorable game to conclude the tourney!


Hive Fleet Askepios Win Best Army!

In a pleasant and unexpected twist, some people voted us for best army! There I am on the left, a bit blurry bit obviously well chuffed! Thanks to all who voted and to tournament organisers Rob (on the right) and Rob (not pictured). An amazing event, I'll definitely be attending X-Legion in the future. All right, it's off to the spawning vat for a word with the Norn Queen about some anti-tank!!!

Sunday, 13 February 2011

War on Octarius!

Blaktoof, the self-proclaimed Overfiend of Octarius, takes advantage of an opportunity to reduce the Tyranid population on the war-blasted world of Octarius Prime. On hearing field reports from his Blood-Axe advisers of a high concentration of 'Big Bugs' right on his doorstep he could hardly hold back: Even the slowest of his boyz knew by now that taking down the big, brainy synapse creatures is the first step to victory against the Tyranids; and by happy co-incidence they tend to fight the best, so promise to give a bit of sport into the bargain!

It's been a bit of a rocky week for Hive Fleet Askepios. With the first of this year's X-Legion tournaments next weekend I've been trying to cram in as many practise games as possible. Tuesday versus Kenny's shooty Space Marines saw the Nids loose in Kill Points. Then at the gaming club on Wednesday they were defeated again, this time by Alan's Ork Horde in a battle for objectives. I'm still confident about the list (see the report from Rapid Fire! last year) but against both armies it was showing it's weakness to high strength, long range AP3 weaponry, and against superior numbers (especially when there are Power Klaws in the midst of them). Against the Orks I think that concentration of forces is the best way to go and so decided to set Hive Fleet Askepios perhaps it's greatest challenge yet: My own army, The Orks of Waaagh! Blaktoof:

Warboss (Blaktoof) with Mega Armour, Cybork Body & Attack Squig
Big Mek with Kustom Force Field
7 Cybork Nobz with Eavy Armour & Stikkbombs (1 with Power Klaw & Bosspole, 1 with Power Klaw, 1 Painboy, 1 Waaagh! Banner, 1 Big Choppa, 1 Kombi-skorcha) in a Red Trukk

12 Boyz including Nob with Power Klaw & Bosspole in a Red Trukk
12 Boyz including Nob with Power Klaw & Bosspole in a Red Trukk
2o Boyz (2 with Rokkits) including Nob with Power Klaw & Bosspole
2o Boyz (2 with Rokkits) including Nob with Power Klaw & Bosspole
16 Gretchin with Runtherd
3 Killa Kanz with Rokkits
3 Killa Kanz with Rokkits
3 Killa Kanz with Rokkits

Rolling for Mission & Deployment came up with Annihilation, Dawn of War. Eager to get stuck in the Orks went for first turn, spreading both the large boyz mobs across the middle of the table, forcing the Nids back. The Nids began the game with both Tervigons, deployed centrally, 18'' from the boyz. First Turn saw the majority of both armies arrive from their board edges, and the boyz scoring a lucky shot with a Rokkit to wound a Tervigon.

With battle lines drawn, the Ork boyz held their ground, waiting for their reinforcements to get in position before attempting a charge. The Doom arrived behind the Ork lines, behind the building to the right in the picture above. There were few tempting targets for him, though he caused a few wounds to the nearest boyz mob. On the other side of the board however the Tervigon launched some of its freshly-spawned progeny into the breach:
Bolstered by their Brood Progenitor with Furious Charge, Poisoned Attacks and Feel No Pain, the Gaunts killed 6 Orks, suffering 6 casualties themselves to draw combat.
Turn 3 saw the first Kill Point of the game being scored as the Killa Kanz nearest the Doom turned round and blasted the floating brain into mush. The combined fire from the other 2 units of Kanz and some Trukk-mounted Big Shootas took one Trygon down to 2 Wounds. The drawn combat from last turn was finished off by the Orks, who butchered the remaining Gaunts and took a few steps back to consolidate. Not allowing them any respite however, the Tervigon spawned a fresh batch of Gaunts in the Nid turn, and moved up to lend its monstrous might to the assault. However once again the Orks stood firm despite taking casualties, causing a few themselves in return! The Hive Guard damaged the unit of Killa Kans furthest from where the Doom had landed, which the wounded Trygon finished off in the ensuing assault. Nearer the 'Nid side of the board the other Trygon charged Blaktoof and his Nob bodyguard, their Trukk having been smashed by fire from the Hive Guard. The Overfiend was struck down, his retinue figthing back with gusto to fell the Trygon. Perhaps the Painboy was able to use his Dok's Tools as the Nobz consolidated past the mangled form of Blaktoof....
The remaining Trygon was taken down by the Rokkit-Kanz in Turn 4, while the Gretchin who had just entered play from reserve pointed their crude blastas at the Doom's Mycetic spore and took careful, nervous aim, wounding the strange and immobile creature. Near the Tyranid board edge, the Nobs and a unit of Trukk Boyz launch an assault each on a unit of Termegants, wiping one of them out. The protracted combat on the Ork side of the table wore on as the boyz again held out despite the odds. In the Tyranid turn the Hive Tyrant decided to take the Nobs, who were feeling pretty smug by this point, down a peg or two by using Paroxysm on them. Blaktoof's finest fell to their knees, twitching in agony as the nearby Gaunts opened fire on them too. Meanwhile the Hive Guard continued their shooting against the Killa Kans, whittling down the centre-most unit. On the Ork side of the table, the large embattled boyz mob had been reduced to just the Nob, who swung his power klaw defiantly, standing against the Tervigon and its spawn. Over on the Nids' side, the other Tervigon had spawned a healthy brood and a combined charge broke the Trukk boyz who fled to take cover in the wreckage of the Nobz' Trukk.

Turn 5 saw every Ork on the table give a great bellow of "Waaagh!!!" as they invoked the powers of their deities Mork & Gork. The fleeing Trukk boyz rallied and turned about to face the Gaunts, ready for more fightin! The large boyz mob near where the Doom landed charged forward towards the Hive Tyrant, confident they would have enough attacks to damage the brute, or at least hold him up and prevent him using Paroxysm again! Despite their best effforts however they failed to damage the Tryant or his Guard and took heavy losses themselves. Never ashamed to run from a fight if it means they live to fight another day they tried to escape but were caught and cut to ribbons by the Hive Commander, who turned his attention back to the Nobz... Things went a little better for the Orks over on their side of the table as the lone Nob not only survived another round of combat but earned his team a second Kill Point by wiping out the Gaunts! The Tervigon remained to crush him the following turn but I was nonetheless amazed that he'd held out that long - Ork of the match! In the Tryanid turn the Hive Guard failed to cause any more damage to the Killa Kans, but the Nobz mob and the remnants of the rallied Trukk boyz were taken care of by the Tyrant, backed up by a Tervigon and more Gaunts.

A roll of the dice decreed there was to be a Turn 6, which allowed the Gretchin to finish off the Mycetic Spore (go grotz!). The remaining unit of Trukk boyz raced forward to scrape a kill point by clobbering a unit of Hive Guard. However things did not continue in such a fortuitous way for those boyz, as the picture below shows, when in the Tyranid turn their Trukk was destroyed by the remaining Hive Guard before they themselves were swamped by Fleshborer fire.
The last Turn saw the Orks assaaulting a Tervigon with some Killa Kans, wounding but not killing the beast. Seeing the Synapse creature wounded, the Termegants nearby scuttled away, anticpating the psychic backlash from the Tervigon's impending demise! The Hive Guard claimed a Kill Point by finishing off the other unit of Killa Kans, while the Tyrant moved up to support the woudned Tervigon. Despite the Tyrant's might, one "shaken" Kan was left standing. The Gretchin pilot inside scrabbled frantically to flick switches and grasped desperately at levers and managed, with his only attack, to take the last wound off the Tervigon!
Result: Orks 10; Tyranids 10!


Afterword
A fun and eventful game, even if I was playing myself! I'm of the belief that you can't have too much practise and in the absence of an opponent this weekend I thought I'd kill a few birds with one stone by having this rather schizophrenic battle with myself. Hey - it gave me an excuse to take pictures and do another blog post! Seriously though I was glad of the experience and surprised at the result. To be honest I thought by about Turn 4 that the Orks had it in the bag. Loosing both Trygons quite early on greatly reduced the killing potential of the Nids, and I was reluctant to spawn too many Gaunts as they are such easy KP's. That said I didn't really stick to that doctrine as there was really quite a lot of spawning going on - with quite good luck on not rolling doubles and getting too many small broods. Neither did I really stick to my plan of concentrating my attack. The Nids started out in close formation but quickly spread out to pre-empt any charges. I'm still not sure if that was the right thing to do and i think the Orks do definitely pose a challenge to the Nid army I'm running just now. I'm hoping though that now having had a couple of goes against them that it's fresh in my mind what they can do and so I'll prioritise my targets better than I otherwise would... I suppose we'll see next weekend, roll on X-Legion!!

Thursday, 25 November 2010

More Cheese Grommit?

He's big, he's bad, he's a floating brain!! The Doom of Malantai has drifted eerily into every tournament list I've seen this year, and for good reason. He has the potential to wreak havoc upon an unwary foe and at 90 points (plus 40 for your Mycetic Spore, of course) he's a cheap date. So why aren't I jumping up and down with glee as a Tyranid player, with this gift of a unit in my Codex? Well, that's what I hope to address in this post...

1+ The Doom of Malan'tai
So is he really that great? This is of course a matter of opinion and how you play the game but based on my experience I have to say you're damn right he is! For such a small investment the threat of him alone is almost worth it. Either your opponent underestimates the scale of the destruction the Doom's capacle of, or you force him onto the defensive (either in cover or in vehicles) and to spread out. If he does the latter he has for a start lowered the body count in his army by taking all those transports, which are for the most part easily handled by the trusty Hive Guard (and Monstrous Creatures later). Secondly, and importantly, if he spreads out to deny you multiple targets from the 6" radius of Doom, he allows you to adopt an offensive approach with fast or deep striking/outflanking units, focussing a large part of your army upon a small part of his. Merely by including the Doom in your list you are inviting your opponent to screw something up.

Toughness 4? -Pfft!
Yes, Instant Death is his one weakness, but it is his ONLY weakness. Trying to instant kill the Doom is the most reliable way to kill him, especially once he starts leaching up wounds. So you know that on the turn he arrives, the Doom will have every Missile Launcher, Lascannon, Rokkit & Railgun pointing sqarely at him. Your opponent is forced to divert all of those expensive weapons on this 100-point guy, meanwhile Hive Tyrant, Tervigons and Trygons scuttle up the field happily towards their eagerly awaited meal. There are of course a couple of things in the game that ignore invulnerable saves but they are in such a minority that they're almost not worth factoring into consideration.

WHAT? Spirit Leech still works while he's locked in assault - and in my turn too???
There are few things as demoralising to an opponent (and this is speaking from bitter experience) of being on the receiving end of your first serious Dooming! If you're not equipped for him he's very difficult to shift once he gets up and running. Even if his impact attack isn't crippling (and quite often it is, I've seen him take out whole units of Khorne Berzerkers, multiple monstrous creatures, scores of guardsmen and gaunts), if allowed to fester in your opponents backline he can begin to seem like a one man army.

A No-Brainer
The Mycetic Spore is the real power behind the Doom's punch. On the turn the Doom arrives, he still gets to use his Spirit-Leach, and use his psychic shooting attack if he likes. He gets to do this without fear of reprisal, there is nothing the enemy can do to stop you trying this. Barring a disastrous Deep-strike scatter roll, you should be able to get you opponent taking at least one of those nasty 3D6 Ld tests on the turn the Doom arrives. Buying the Doom buys you a free hit, a cheap shot, a swift kick to the shins to distract your foe whilst your other units close in. Even if you should be so unlucky that when he hits home he has little effect on the battle and is dispatched a turn later, you've only 'wasted' a small portion of your army. You're Tryanids, there's plenty more where that came from!!

The Doom of 40K?
Well I suppose he stands up to the fluff - maybe he's just about powerful enough to destroy an entire Eldar Craftworld (really, Robin Cruddace? Not one of those guardians managed to pop off a Bright Lance at him?). I say this in jest of course, he's far from invincible. He's just a very cheap trick. In the current gaming climate just about every army has one (in some cases two or three) in their arsenal. The individually-armed Nob Bikers, the Jetbike Seer Councils, Necron Monoliths, Mephiston The Lord of Auto-win, Rune Priests... the list goes on. Now I don't have a problem using powerful units - I'm partial to a bit of cheese, I can take quite a lot actually! And I have no problem facing off against these super-units. In a tournament setting anything's fair game. Whilst I admire my regular gaming opponent Kenny for his refusal to resort to running 'Twin Lash' in his Chaos Marines lists, this attitude seems to be in the minority. Of course people use and abuse the lists to get the most out of them, most people want to win! I think what these units do more than anything is expose the gap between players' expectations of how the game should be and how it is; and more importantly the gap between the Games Designers' ideas about what they've written and how it will be used and abused on the tabletop. More and more in White Dwarf articles, the re-formatting of Throne of Skulls etc., GW seem to be discouraging people from using the rules they've written to win games. They seem to have acknowledged, albeit indirectly, that there is inmbalance in their rules system and the army lists but they're kindly asking us to 'play fair'. Surely the best way to get players to play fair is to work fairness into the rules, not tie themselves in knots with ever increasingly extravagant and convoluted special rules? Anyway this has already turned into more of a rant than I'd intended - does anyone else feel as though 40K is descending into battle of the super-units? Or then again, is that what it always was, is and ever shall be?

-Askepios

Sunday, 24 October 2010

Rapid-Fire! 2010 - Stirling

I attended this great event last year, bringing along the Orks of Waaagh! Blaktoof. It was my first proper tournament (think I finished third last?!) and I was really impressed at the high standard of play and company. I think that, whilst tournament play is by its very nature strongly focussed on trying to win each game as mercilessly as possible, a friendly atmosphere and sense of camaraderie is very important. Suffice to say I was really looking forward to going back this year and had thought long and hard about my army list. Of course the Tryanids of Hive Fleet Askepios were my weapon of choice for the event, here's my 1750 list:

Hive Tyrant with Lash Whip & Bonesword, Old Aversary, Hive Commander
(Psychic Powers Paroxysm & Leech Essence)
3 Tyrant Guard
2 x 3 Hive Guard
The Doom of Malantai in a Mycetic Spore
2 x Tervigons (Toxin Sacs, Adrenal Glands, Catalyst, Cluster Spines)
2 x 10 Termegants
2 x Trygons with Adrenal Glands

No surprises for anyone there then!

Game One - Seize Ground, Dawn of War
Finding ourselves randomly assigned to Table 1, my opponent Mark and I set about the first game - 5 objectives, my favourite! Mark was using his friend's Ultramarines, which though very nicely painted, I didn't manage to get a picture of (sorry!). The list was something like:

Captain with Relic Blade & Digital Weapons
Dreadnought with Assault Cannon & Extra Armour
5 Assault Terminators with Lightning Claws
Tactical Squad with Missile Launcher & Flamer
Tactical Squad with Missile Launcher & Flamer, Sgt. with Power Sword
Tactical Squad with Missile Launcher & Flamer, Sgt. with Power Fist (in a Rhino)
Scout Squad with Missile Launcher & a couple of sniper rifles
Full Devastator Squad with 4 Heavy Bolters
Predator Tank (Autocannon & Lascannon-sponsons)

We placed objectives (one in the middle, one in each quarter), I won the dice-off and chose to go 2nd. In objectives games very often getting the last turn is more important than getting first turn, and I figured that by forcing him to set up first I'd at least get to see where his big guns were going to be. He deployed a tactical squad in cover at either end of his deployment zone, put his Termies in Deep Strike, his Scouts into Outflank, and the rest coming in on T1. I answered with 2 Tervigons, deployed in cover, opposing the marines. I kept the Trygons and the Doom in Deep Strike, everything else coming in on T1.

He brought his Devastators on in the middle, giving them a good field of fire, backed up by the Tactical Squad in the Rhino and the Captain. To my right the Predator trundled on and opened up at the nearest Tervigon, failing to wound the brute. The Dreadnought came on to oversee proceedings on the left of the table. My Turn and on came the Tyrant with his Guard, making for some area terrain in the middle of the table. Both Tervigons spawned a healthy brood and cast catalyst (one on the Tyrant, the other failed). The Hive Guard took up positions at either side of the table to later advance and deal with the Dreadnought and Predator.

T2 saw the marines staying put to shoot. They didn't have too many tempting targets at this stage so I took fairly minimal casualties from shooting. Onto my turn and (thanks to +1 reserves from Hive Commander) down came the Doom to the left of the table, whilst both Trygons popped up to say hello to the marines on the right. With minimal scatter they were well placed for an assault next turn. At the rear, gaunt-spawning continued apace and I now enough to start making a move towards the objectives, keeping the Tervi's in cover of course! The Tyrant continued his advance, while the Doom inflicted casualties on 3 nearby units. Readying to use cataclysm on the Devastators, he failed his psychic test but survived the perils of the Warp - oh well, worth a go!

Subsequent turns saw the Scouts Outflanking to my left, but without support they were dealt with by termegant shooting and assault. The Doom, assaulted by the Dreadnought, miraculously survived 3 or 4 rounds of combat with the mechanised veteran, ammassing himself up to a mighty S10 from the nearby marines (whilst whittling them down) and eventually besting the Dreadnought. He'd done sufficient damage to the scoring units on the left hand side of the table that the Gaunts were able to grab the objective the marines had been guarding.

To the right of the Table, one of the Trygons dealt with the Predator whilst the other started work on the Tactical Squads. The subsequent counter-attack from the Power-fist squad and the Captain was enough to drop one of the beasts, but not both. I'd cleared enough space that as the Gaunts advanced they were able to grab the marine's objective on the right hand side of the table. The central objective, which had never been challenged, was grabbed by the Gaunts.

The arrival of the Terminators in my Deployment Zone on Turn 4 game me pause for thought however. All of my hard hitting units were well up the other end of the table and in no position to repel the veterans. It came down, once again, to the Gaunts to do the work! Massed fleshborer fire dropped, I think, 3 of them, whilst the Hive Guard managed to cause another casualty. Some good luck there me thinks, then again you can only roll so many 2+'s before you roll a 1! Anyway the last one was dealt with in assault and that was that. A great start to the day - I had all the objectives! Full points for game one.

The break between Game 1 & 2 was deliberately to allow folk to wander around and inspect armies, placing their votes for best army. There were some really stunning armies on show. I had to get a photo of Richard Simm's rather innovative Adeptus Mechanicus force, which was being played 'Counts as' using Codex Tyranids.

Game 2 - Capture & Control, Spearhead
I was in for a treat here, one of my favourite things about going to events is seeing how creative people can be with their armies. My opponent Euan had gone to great lengths to put together a heavily themed army using mainly Space Marine & Necron parts, which looked so awesome I had to catch a (sorry, rather blurry) snap of them!
The army played using the Chaos Space Marines codex, with the list being something like:

Ahriman
3 x Thousand Sons Squads (of about 8) including Aspiring sorcerors
Chaos Dreadnought with TL Lascannon
4 Terminators with Mark of Slaanesh
Defiler with 2 close combat weapons
Predator with TL Autocannon
2 Obliterators

An uncomfortable amount of AP3 capability in there! And all those 4+ invulnerables were sure to take some of the punch out of my monstrous creature assaults. On the other hand I knew that one advantage, or potential advantage, I could bring to the table was superior numbers. Some good rolls for gaunt-spawning and I've have the ability to make the tainted marines take lots and lots of saves!

We rolled off and again I had the choice to choose first or second. Again I chose second, eager to see how Euan would set up before committing my own force. We placed the objectives, as per the house rules for the game, outside our deployment zones and a minimum 6'' from the table egde, so no matter what we'd have to move to get them! Euan set up his whole army minus the Obliterators who went into Deep Strike. Looking at the table and not liking the look of my own table quarter (far from objectives, no cover - no good at all!) I took a gamble and tried something I've never done before - and didn't deploy anything. The whole lot went into reserve, with one Tervigon outflanking, and the Trygons and Doom Deep Striking again.

Early turns, unsurprisingly, were uneventful as the marines secured their home objective whilst marching on mine. Turn 2 saw the arrival of the obliterators, which was unlucky as I still had no units on the table. My turn 2 saw the arrival of the Tyrant + Guard, a unit of Hive Guard, a Tervigon and a termegant brood from my board edge. A lucky outflanking roll saw the Tervigon arrive just where I wanted him, obscured by a multi-storey car-park of a building where he'd be safe for a turn at least. The Trygons arrived near to the Tervigon, threatening Euan's objective but little more.

Over the next couple of turns the Tyrant, guard, a tervigon and termegants overcame the two marine units that had marched on my objective. The Hive Guard provided some supporting fire, hampering the predator. They were subsequently charged and killed by the Defiler, who was then counter attacked and destroyed by the other hive guard unit that arrived from reserve next turn. With the home objective secure, eyes turned to the away objective...

By the later turns only one of the Trygons had taken wounds from shooting. The Tervigon had ensconced herself in the multi-storey and had been pumping out a rather obscene number of gaunts. The Terminators made a sterling effort to try and shift the mass of bodies, supported by some inferno bolter-fire, and Ahriman himself joined the fray, instant killing the full-strength Trygon!! He'd doen himself proud, but fell soon after, as did the marines and Terminators, leaving only the badly-damaged Dreadnought engaged in combat with the wounded Trygon. The game ended and I'd secured both objectives - my gamble in keeping the whole army in reserve had most definitely paid off - thanks Hive Commander :)

Game 3 - Pitched Battle, Annihilation
Last game, and the one I'd already been most nervous about. Historically I've not performed well in kill points games so had been practising hard - I just had to hope it would be enough! Especially as I was up against last year's winner Donald McCallum, who was this year using Tyranids. Past experience of Nids has never gone well for me (see Britcon!) - it wasn't going to be easy!

Donald's list then:
Tyrant with 2 x talons, Paroxysm & Leech Essence, Hive Commander
5 Ymgarl Stealers
Deathleaper
The Doom in a Spore
2 x 5 Genestealers with Broodlord
Termegant brood
Tervigon with toxin, adrenaline, catalyst
Mawloc
Trygon Prime

I won the roll-off and chose to go first, setting most of the army on the deployment line. The flanks were guarded by Trygons, Tervi's and Hive Guard, shielding the 'easy-pickings' gaunt units; whilst the big ol' Tyrant went square in the middle, ready to respond to the threat wherever it emerged. Donald deployed no units, turning my trick from last game against me! My tension levels rose in the eerily quiet early turns as my forces gravitated towards the centre of the board, away from any edges that might be hiding outflanking genestealers or terrain that might be housing those wacky ymgarl stealers!

Wave 1 of Donald's attack saw the Trygon Prime & Mawloc arriving behind my lines, to my left. The Ymgarls appeared from the cracks of a crater midway up the left flank. A unit of genestealers joined the fight on the left flank, whilst the Tervigon lumbered on the Donald table edge. I sustained some damage from the Mawloc surfacing and the genestealers but was left in a position to move everything far enough away from the Trygon Prime to stop him charging, and get some help to the units the stealers had hit.

Wave 2 (so turn 3) saw the arrival of everything else. My Doom arrived over by the Trygon, Mawloc and 'Stealer central, causing a few wounds here and there. Donald's Doom decided to capitalise on the bunched up formation I'd put myself in trying to get out of charge range of his Trygon. No biggie, I thought, remembering how surprisingly the mediocre the Doom's attack can be on occassion, but I was in for a shock: Down went both my Trygons, all the Tyrant Guard and an unwounded Tervigon was crippled, hobbling along on his final Wound. Once the models were off and wound counters allocated, we each took a moment to consider the impact of that attack. The game had taken a sharp turn in a direction that did not look good for Hive Fleet Askepios.

In desperate need of reinforcements, I spawned gaunts from both Tervigons. Perhaps tired from the previous games, they each spawned minimal (7 or 8) broods and dried up. Enraged by the destruction of his Trygons, the Hive Tyrant ordered the nearby Hive Guard to open fire on the pulsing Doom of Malantai. Some sharp shooting spelled instant-death for Donald's Doom, whilst mine found itself embroiled in combat with some genestealers and their broodlord. He did however manage to inflict some crucial wounds to aid in the neutralisation of the mawloc, trygon and ymgarls. Deathleaper met his end (I think!) to yet more heat-seeking harpoons form the hiveguard. A combined arms assault (Hive Tyrant & gaunts with Tervigon support) saw off the gargoyles in a flash, whilst Donald's Tervigon set up a gaunt farm that swiftly set its sights on my crippled Tervigon. Miraculously the beast held on in there despite a flurry of poisoned attacks, the 3+ armour and FNP were much needed! To my right flank the Termies and Hive Guard met their end to the Winged Hive Tyrant. However thanks to some sneaky useof my Tyrant's paroxysm the Flyrant didn't chew through those units as quickly as might have, meaning they were all he got through in the game.

I'd been keeping a rough tally in my head, ever conscious of the unique kill points allocation rules in play for this mission (3 for HQ's, 1 for Troops, 2 for everything else, with an extra point awarded for each section of the enemy's FO chart wiped out) and trying to focus my attacks accordingly. As we sped through the final turns, trying to cram as much carnage into our alloted time as possible, all I knew was that it was going to be close.... The final tally of 15 to 12 in my favour was testament to that! I'd won by the skin of my gribbly teeth!

Conclusion
So ended a really enjoyable day of 40K. 3 wins out of 3 games and healthy complement of victory points meant that I just scraped through to win the event, which made it all the more enjoyable! I was really pleased with my performance in each of the games. In Game 1 both the army I was up against and the scenario were strongly in favour of the type of army I've come to use with the Nids; Game 2 was the first time I'd used the null-deployment tactic, a gambit that proved succesful; and Game 3 I managed to hang in there after a crippling 'Doom'-ing by focussing on maximising kill points. As usual I made plenty of mistakes but every game is a learning curve - and for once the things I did right seemed to have outweighed those I did wrong! I was pleased also with the army as a whole, it was versatile, tough, maneuverable and had good offensive capability. There's a reason most Nid armies seem to be much of a muchness these days - it's a formula that works! I'd still be interested to see how it fares against mech-spammed Imperial Guard, but that's a challenge for another day!

To finish off, here's another photo of Euan's excellent xeno-corrupted marine army, which won the 'Best Army' prize - well done!