Tyranid Codex Review: One Month Later – Intro

Astute readers will know that I am an avid Tyranid collector. I’ve amassed something like 12,000 points with hundreds of little guys painted and tons of MCs and some Apocalypse units. I love the Tyranid aesthetic, the fluff, the idea of these huge hive fleets descending on planets and stripping them bare. Many of the models are amazing – certainly one of the most iconic armies in 40k.

The Tyranid codex of 5th Edition introduced some new models and ideas that were pretty cool. It caused a lot of issues with a ton of uninspired poor rules, but we could now play Tervigons that actually made swarm lists useful and fun to play. Hive guard gave us ranged AT that was tough. It was fun but it seemed like you were having fun despite the codex, not because of it.

I had high hopes for this codex. The Space Marine codex was inspired, fun, and a cool way to play your collection on the tabletop. Eldar and Tau also received fun boosts. I didn’t necessarily want to table my opponent on turn two or provide hobby killing unfun scenarios. I just wanted to use the models I really liked and hoped the ones that weren’t so good last edition would get boosts this edition.

Before I start reviewing anything, providing any opinion, I will state that this release has been a weird thing on the internets. There is definitely a large backlash (justified or not) against GW lately. On the one hand, they’ve provided a ton of new models, codexes, etc. lately. On the other, they’ve raised prices exponentially, provided ambiguous rules with no FAQs or errata, and continued shady business practices. It seems like they’re really floundering with certain aspects of their business and customer outlook when other companies are firing on all cylinders.

There has been a lot of backlash against the backlash, so to speak. Dudes are tired of the negativity, they love Games Workshop, they think other players just need to see things in a different light, etc. I can certainly understand wanting to have fun with the games provided and ignore the haters.

Why do people get so passionate about the game when they feel it is going in the wrong direction, be it game rules, army rules, models, or prices? Lots of people don’t just create an army. We have actual collections. With Tyranids and Space Marines I’ve collected pretty much everything possible. I have invested in this army and they’re the main way I play 40k. I want the stuff I spent a ton of money and time on to be good and fun and inspired.

I’ve listened to pretty much every podcast’s ideas on the the new Tyranid codex. I’ve read dozens of articles. I’ve read through the codex a few times cover to cover and compared it to what was available before and what other armies have. I realize nothing can be compared in a vacuum – you must take opportunity cost, options, and combinations into account. (I will avoid the word synergy. In 40k talk synergy is used as a word to say ‘use this trash option and make this other trash option at least sub-par)

Why should you read this? I’ve played Tyranids probably 65% of the time that I’ve played 40k since six months or so before the previous codex came out. I’ve used most of the options from the 5th Edition codex. I have played in tournaments, funsies games, narrative campaigns, leagues, convention events, etc. I’m not a super competitive player but I do understand what makes things good in 40k. A few things to keep in mind:

Key strategy elements: 40k is all about rolling dice. Roll as many dice as possible. Make your opponent roll as many dice as possible during your turn for armor / cover saves. With extreme range on most guns, fast models and no activation order 40k is less about movement, speed, and placement and more about dice. Lately I’ve been trying to apply tactical thought I’ve used in Hordes / Warmachine lately and it doesn’t apply as much here – try to throw as many dice as possible and build a solid list.

Models I liked to use in the 5th Edition codex: tervigons buffing termagants making swarm armies legitimate, hive guard, flying hive tyrants, carnifexes, genestealers.

Models I want to use but didn’t as much: genestealers, lictors, raveners, hormagaunts.

I don’t play tournaments in 40k anymore. I prefer to spend my tournament time for HWM. I spend my 40k time doing narrative campaigns and funsies battles.

I only play painted models. I have not had a ton of experience with the few brand new models we have with the new codex.

I’m going to go through this review like many other people do: start with the army wide special rules, warlord traits, psychic powers, etc. Weapon options will be talked about on each unit that would likely use them.

I will attempt to list pros, cons, and possible uses for each model. If there is something that hasn’t been talked about I’ll talk about that. Comparisons will be done to the previous codex because that is relevant. I realize that Games Workshop has to release new models to make more profit and sometimes models will become not as good to make you purchase other things. I’m fine with that. That is OK as long as they don’t become useless.

With that, lets start the review.

Army Wide Special Rules
Synapse is the key to Tyranids. The big space dinosaurs control the small space dinosaurs using a mind-link. I won’t list the tables because they’re huge. If a model does not have synapse at the start of the turn and has an instinctive behavior then it must pass a leadership test or do its instinctive behavior that turn. You roll on a chart – 50% of the time it is awful and the others are less relevant.

For termagants, you’ll likely run away off the objective you wanted to be on. Hormagaunts will eat each other and then run away (from the morale test). Shooting units will likely just sit there gone to ground. You have a 30% chance of failing a synapse test and having the worst option happen to you.

While you’re in synapse you’re fearless. This is pretty awesome and lets you tarpit stuff as long as you’re in synapse. You can also do shenanigans when you make models go to ground, then make them in synapse and they can be regular again.

The problem is that this key feature, the defining trait of the Tyranids, is 99% a detriment. ‘Kill the big ones’ is cinematic and sweet but only for your opponent. Oftentimes it feels like you’re playing so your opponent can have fun and get achievements, basically.

No other new army book has had detriments like synapse. Eldar are defined by psychic powers and battle focus. You don’t lose wounds by doing battle focus, or lose the ability to activate the next turn, etc. Space Marines have chapter traits. These chapter traits don’t have arbitrary problems that come up during the game. Necrons don’t have phase out anymore, they just have FNP army-wide.

I definitely understand the sentiment ‘synapse was just a side detail before’. It hardly ever came up and when it did oftentimes it was a bonus to you. If synapse provided eternal warrior it wouldn’t be unbalanced and then I’d probably never ever complain about the random tables you have to roll on when your models get killed… but we didn’t get that. You just get fearless, which is nice, but tons of models already have that in 40k.

The side effect of synapse being so punishing is that you now have to have tons of synapse and that synapse is more important, a bigger target, higher priced, and just as weak as ever. We only have one invulnerable save in the army and one model with a 2+ armor save. The invulnerable save is on a synapse creature, but it is toughness four and easily instant deathed. We have one independent character synapse creature, but it went up in cost by 40% and the options it can take also went up quite a bit.

Shadow in the Warp changed to -3 leadership to psykers within 12″ instead of roll three dice on pyshic tests. It both got better and worse. The average of three dice is 10.5, most psykers have 10 leadership, so they’re now a 7 which is the average of two dice. Not a big hit at all, probably not a big deal.

It did get better in that it makes all psykers leadership -3 (at least until an FAQ) when they’re within 12″. There are two issues with that: you’re within charge range and sergeants can then run the squad instead of the psyker. Morale in general is not as important in 40k as other systems so I’d call this change a wash.

Warlord Traits
In general I treat warlord traits as a bonus. They’re not super impressive most of the time and once or twice a game they’re pretty cool to help you be more effective. I will likely keep rolling on the Tyranid chart just for funsies but these really aren’t impressive at all.

Nature’s Bane: Once per turn before movement nominate a forest within 12 of your warlord to become a carnivorous jungle.

This would be nice if it was after movement, or anywhere on the board. Otherwise you’re stuck nominating stuff you want your troops in =/

Heightened Senses: Warlord and all models within 12 receive night vision. 

This is OK, but how many models in the Tyranid army actually have the range to benefit from it? 😛

Synaptic Lynchpin: The Warlord’s synapse range is 18″.

This would be the one I hope to roll every time because synapse is such a punishment to Tyranid players.

Mind Eater: Win 2 extra VP for each character you kill in challenges with warlord. You don’t get it if you sweep the character.

Cool and narrative-y. Not one that is scary or one I’d hope to roll. Tyranid warlords are not hard to kill in a challenge.

Digestive Denial: Decrease the cover save provided by one piece of area terrain in the opponent’s area.

How many Tyranid ranged weapons actually cause a cover save from the opponent?

Adaptive Biology: If your warlord takes a wound you then get FNP in your movement phase.

How often do you think a Tyranid warlord is going to survive a shooting phase when it takes a wound? They are usually focus fired into the ground. Even then, it’d be nice if you got FNP when you got wounded, instead of in the next movement phase. Blergh.

Psychic Powers
The biggest takeaway here is that Tyranids no longer have access to the Biomancy tree for some reason. Actually, they don’t have any access to any trees besides their own. I don’t know this if this is some kind of shoehorned fluff reason (“They don’t know english, so they can’t say the words to the spells!”) or if they felt that toughness 9 Tyranid monstrous creatures were too good, but this is the worst.

I’ve heard from a number of podcasts and articles that they felt Biomancy was a crutch for Tyranids and we shouldn’t have access to it because you’d just spam the same powers every game. Bull. Biomancy is an actual, true, real synergy for Tyranids (I thought I wouldn’t use that word) and it made them SOMEWHAT survivable. Just removing access to it and calling it a day is lazy, uninspired, and not creative in the slightest.

The book powers are mostly rehashes of last book’s powers with a few being much weaker and one or two better. You will also see much less psychic power on the board from Tyranid players because some models were made much less useful – more on that later. Psychic powers can no longer be counted on as a key part of the strategy of Tyranid armies.

Catalyst: Overall a better power than it was.  It now grants FNP to the caster and the unit targeted.

The Horror: Pretty decent. The target must take a pinning check at -2 leadership. Nice for units that don’t have assault grenades (most of our army).

Onslaught: Target unit can run and shoot in the same phase. I like this one as it allows you to close with the enemy faster. No longer a shooting attack.

Paroxysm: Target unit loses -D3 BS and WS. I loved this power in the last book. It was a shooting attack, though, so it took up a shooting attack for your HT. Now you can cast it in close combat as well. The problem: they changed it from -3 to -D3, so an average of one less. Marines will still be shooting and hitting on fives instead of sixes and will still be hitting gaunts on fours in close combat.

Psychic Scream: Nova6 that makes each unit take a leadership test at -2 and takes wounds with no armor or cover save possible for the difference. Marines suffer no wounds on an average roll. Each unit gets a deny the witch attempt =/

Warp Blast: The zoanthrope power from before. S5 AP3 blast or S10 AP2 lance. Lance went down in AP and the power is warp charge 2 so only the HT and zoanthropes can cast it. Still not bad on Zoanthropes.

Primaris Power – Dominion: Bonus of 6″ to the caster’s synapse range. This one is really desirable only because it helps to avoid the extremely punishing synapse issues.

Check back tomorrow for HQ thoughts. Thanks for reading!

Spore Mine Mania

How many damns does this dude give? None.
Recently I’ve been looking at the Tyranids I want to bring to the Battle for the Crossroads to provide some innovation. I have relied on Tervigons, termagants, flying hive tyrants, carnifexes, hive guard etc. Granted, I do use some units that most people would never use (carnifex), but I wanted to mix it up a bit. After reading a thread on The Hive I decided to try Biovores and spore mines.


I managed to paint two biovores and 32 spore mines in four or five nights. The spore mines are super easy to paint and small. The biovores are also pretty easy to paint (Tyranids in general are easy to paint).

These are GW’s models, not mine. I’ll get painted versions up soon

I feel like spore mines in particular are very iconic to the Tyranid invasion. These dudes are all over the cover of the Tyranid codex and they’re really what Tyranids are all about: using evolution to further their greatness. The models themselves are very cool and will look great on the tabletop.

The Biovore model is pretty old and is more of a 3rd edition ‘comical’ look. It has a weird grin and an eye in its big phallic cannon on its back. It’ll work for shooting out more mines, though.

Ptewwwwy!

So how am I gonna try to use these dudes? I have two biovores, so I painted them up for my army. They’ll launch mines at big targets (mines are S4 AP4, large blast, barrage, pinning) hopefully from behind cover or out of LOS. If the blast fully scatters and isn’t within 6″ of an enemy unit a mine gets place on the field to bounce around and be a nuisance.

Once the mine is on the field it moves randomly and will explode if it hits impassable terrain, enemy units, or passes within 2″ of an enemy unit. Again it is a large blast, S4 AP4. The randomness adds to the fun element and makes the enemy react to what I’m doing while my dudes move across the field.

In addition to the biovores I’ll be deploying, I’m also thinking about taking spore mine clusters. These are FA choices that cost 10 points per mine and you can have up to six. These are put out after sides have been chosen but before deployment. They go in like a deep strike. Tonight I’m going to try three broods of them in the max six formation to see if they do anything.
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1850pt Tyranids 5th Ed (2010) Roster (Standard)

HQ (265pts)

  • Tervigon (185pts)
     Catalyst, Dominion, Stinger Salvo, Toxin Sacs
  • Tyranid Prime (80pts)

Elites (300pts)

  • Hive Guard Brood (100pts)
    • 2x Hive Guard
  • Hive Guard Brood (100pts)
    • 2x Hive Guard
  • Hive Guard Brood (100pts)
    • 2x Hive Guard

Troops (470pts)

  • Termagant Brood (50pts)
    • 10x Termagant
  • Termagant Brood (50pts)
    • 10x Termagant
  • Tervigon (185pts)
    Catalyst, Dominion, Stinger Salvo, Toxin Sacs
  • Tervigon (185pts)
    Catalyst, Dominion, Stinger Salvo, Toxin Sacs

Fast Attack (180pts)

  • Spore Mine Cluster (60pts)
    6x Spore Mine
  • Spore Mine Cluster (60pts)
    6x Spore Mine
  • Spore Mine Cluster (60pts)
    6x Spore Mine

Heavy Support (620pts)

  • Biovore Brood (90pts)
    • 2x Biovore
  • Tyrannofex (265pts)
    Rupture Cannon, Stinger Salvo, Thorax Swarm with Electroshock Grubs
  • Tyrannofex (265pts)
    Fearless, Instinctive Behaviour – Lurk
    Rupture Cannon, Stinger Salvo, Thorax Swarm with Electroshock Grubs
The look on that guardsman’s face… spore mines just don’t care

Tyranid Aegis Defense Line and End of New Territories Campaign

The New Territories campaign at Gamers Sanctuary is now over. Looking back at our first campaign of 6th Edition it was a LOT of fun. Tons of different armies showed up and we played a lot of new people! Most learned a great grasp of the 6th Edition rules and saw how the game has changed.


The #1 thing that has punished me in 6th Edition so far has been flyers, so I attempted to curb that with an Aegis Defense Line. I wanted to get a Tyranid version of one and happened upon a post on the internets that guided me to the location of some sweet looking models. I purchased them from Dark Arts Miniatures and really like it. I will probably buy another set in the future.

It was pretty easy to paint (most Tyranid stuff is) and I dipped it in the usual manner. I took the extra gun from a Tyrannofex and put it on as the quad gun or lascannon; it could be either one. 

How did it perform? Meh. It gives my dudes a 4+ cover save which is nice but I can’t usually take the go to ground bonus because I’m fearless and can’t go to ground. The Quad Gun was really the reason I brought it. It did… not very well. Strength 7 vs armor 12 flyers just ain’t great. Perhaps next time I’ll try the lascannon.
Overall in the campaign I did very well. I am not a serious business player by any means but I managed an 8-1 record with one loss to IG with Vendettas. I beat Grey Knights, IG, Eldar, Marines, Daemons, and Chaos Space Marine, I think. There are a few reasons that these victories came my way:
1) Flying Monstrous Creatures. A lot of people don’t yet have the tools to deal with them. My Hive Tyrant with Devourers is a beastmonster. I think a lot more people will be getting skyfire weapons and a quad gun could really do some damage to a Hive Tyrant. No invulnerable save just RUINS them.
2) Psykers. I usually bring at least six psychic powers to the table and almost all are buffs of my own troops. This means you can’t really deny them. Unless you have Runes of Warding or wolf pieces on your armor. More on that later.
3) Monstrous Creatures got better. They actually get cover now and smash is pretty sweet. Unless you’re going up against melta bomb IG. More on that later.
4) Devourers are amazing.
Those worms eat your brain and make your dudes run away.
The main thing that was hurting me were the flyers. I really couldn’t take them down. Even volume of fire (36 shots from Carnifexes) just didn’t do it. Flying MCs don’t have skyfire (really?) and their vector strike just isn’t enough when they’re strength 6. 
I did manage a game vs Cerberus and his Eldar on Wednesday. He brought his Farseer with Runes of Warding. This really hurt my overall chances as I couldn’t make all my dudes high toughness with FNP. I managed to get my flying Hive Tyrant in his backfield early and take some strength six shots at his farseer (allocating them with precision shot) and he failed some look out sirs… strength six would instakill him… and he made the 4+ invulns. I finally managed to run that unit off the board with devourers and then I could cast again.
If you can take melta bombs in any army you should do it. They wreck MCs really hardcore. Many are WS3 and no invulnerable save. Run up and hit it with your higher WS and then let it not have any save. Stupid guardsmen with melta bombs killed my tervigon in one turn.
Tyranid Devourers really surprised people. Each gun gets assault six shots on MCs, three on gants. On MCs they’re going to be twin linked… so 12 strength 6 shots from a HT (BS3) and 12 from a Carnifex (BS3). A brood of three carnifexes is dumb but I love them so I take them. 36 strength six shots twin linked is a unit deleter.

Here is the 1750 point list I used this week. Add 100 for the Aegis Defense Line that basically did nothing.

1750 Pts – Tyranids Roster

1750 Pts – Tyranids Roster
HQ: Hive Tyrant (1#, 260 pts)
   1 Hive Tyrant, 260 pts (Flying Monstrous Creature (Character); Bonded Exoskeleton; Synapse Creature; Psyker (1); Shadow in the Warp; Bulky; Deep Strike; TL Devourer w/Brainleech Worms x2; Warlord; Wings; Leech Essence; Paroxysm)
Troops: Termagant Brood (10#, 100 pts)
   10 Termagant Brood, 100 pts (Infantry; Chitin; Claws & Teeth; Instinctive Behaviour – Lurk; Move Through Cover; Devourer)
Troops: Termagant Brood (10#, 50 pts)
   10 Termagant Brood, 50 pts (Infantry; Chitin; Claws & Teeth; Fleshborer; Instinctive Behaviour – Lurk; Move Through Cover)
Troops: Tervigon (1#, 200 pts)
   1 Tervigon, 200 pts (Monstrous Creature (Character); Bonded Exoskeleton; Claws & Teeth; Stinger Salvo; Synapse Creature; Brood Progenitor; Psyker (1); Shadow in the Warp; Spawn Termagants; Scything Talons; Fear; Feel No Pain; Furious Charge; Hammer of Wrath; Move Through Cover; Relentless; Smash; Adrenal Glands; Toxin Sacs; Dominion; Catalyst)
Troops: Tervigon (1#, 195 pts)
   1 Tervigon, 195 pts (Monstrous Creature (Character); Bonded Exoskeleton; Claws & Teeth; Stinger Salvo; Synapse Creature; Brood Progenitor; Psyker (1); Shadow in the Warp; Spawn Termagants; Fear; Feel No Pain; Furious Charge; Hammer of Wrath; Move Through Cover; Relentless; Smash; Adrenal Glands; Toxin Sacs; Dominion; Catalyst)
Heavy Support: Carnifex Brood (3#, 645 pts)
   3 Carnifex Brood, 645 pts (Monstrous Creature; Bonded Exoskeleton; Instinctive Behaviour – Feed; Fearless; Living Battering Ram; Fear; Hammer of Wrath; Move Through Cover; Relentless; Smash; TL Devourer w/Brainleech Worms x2; Regeneration)
Elite: Hive Guard Brood (2#, 100 pts)
   2 Hive Guard Brood, 100 pts (Infantry; Claws & Teeth; Hardened Carapace; Impaler Cannon; Instinctive Behaviour – Lurk)
Elite: Hive Guard Brood (2#, 100 pts)
   2 Hive Guard Brood, 100 pts (Infantry; Claws & Teeth; Hardened Carapace; Impaler Cannon; Instinctive Behaviour – Lurk)
Elite: Hive Guard Brood (2#, 100 pts)
   2 Hive Guard Brood, 100 pts (Infantry; Claws & Teeth; Hardened Carapace; Impaler Cannon; Instinctive Behaviour – Lurk)

I have to say the New Territories campaign was super fun. As someone who usually wins less games than he loses it was nice to see Tyranids representing. A lot of people had never even played Tyranids!

Musings on a Win Streak: Tyranids

Ahh, 6th Edition.

First I’d like to say that this article is not meant to brag or be full of hubris; I am not a great 40k player, I am merely a 40k player. The sample size for this set of games has been small so I can’t really say that this is a trend, or a meta-game shift, or anything like that.

Currently I am 4-0 with my Tyranids in 6th Edition. Great, right? Much maligned in 5th edition, the Tyranid codex still has a lot of problems. Many things were shored up as MCs were made better and the new psychic powers are amazing, however shooting got better and assaulting got tougher. Fearless was made to be what it should be. In that four game winning streak I played Meched Chaos Space Marines, Drop pod / Caestus Ram Marines, foot Grey Knights, and Chaos Daemons with shootyness.

The list I’ve been using has been centered around the following:

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1000pt Tyranids 5th Ed (2010) Roster (Standard)

Selections:

HQ (270pts)

  • Hive Tyrant (270pts)
    Psyker, Shadow in the Warp, Synapse Creature
    Bonded Exoskeleton, Leech Essence, Paroxysm, Toxin Sacs, 2x Twin-linked Devourers with Brainleech Worms, Wings

Elites (200pts)

  • Hive Guard Brood (100pts)
    • 2x Hive Guard
      Instinctive Behaviour – Lurk
      2x Claws and Teeth, 2x Hardened Carapace, 2x Impaler Cannon
  • Hive Guard Brood (100pts)
    • 2x Hive Guard
      Instinctive Behaviour – Lurk
      2x Claws and Teeth, 2x Hardened Carapace, 2x Impaler Cannon

Troops (530pts)

  • Termagant Brood (50pts)
    • 10x Termagant
      The Scuttling Swarm
      10x Chitin, 10x Claws and Teeth, 10x Fleshborer
  • Termagant Brood (50pts)
    • 10x Termagant
      The Scuttling Swarm
      10x Chitin, 10x Claws and Teeth, 10x Fleshborer
  • Tervigon (215pts)
    Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature
    Adrenal Glands, Bonded exoskeleton, Catalyst, Claws and teeth, Dominion, Onslaught, Scything Talons, Stinger Salvo, Toxin Sacs

  • Tervigon (215pts)
    Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature
    Adrenal Glands, Bonded exoskeleton, Catalyst, Claws and teeth, Dominion, Onslaught, Scything Talons, Stinger Salvo, Toxin Sacs

Vendetta pilot prepares for takeoff
Wish Tyranids had some of dis

So what does the future hold for this winning streak? It’ll probably die next week. I’m going to change up the list a bit to try other things. The mission for next week will make fast attack slots scoring, but I don’t have any gargoyles painted yet (the worst… I have 70 of them. Should have them painted because they’re amazing in 6th Edition). I have a harpy but they’re godawful. 


I think I’m going to try to speedpaint 30 gargoyles this weekend and have them ready for Wednesday. It’ll make me feel a lot better about the army because they’re some of my favorite models.

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1000pt Tyranids 5th Ed (2010) Roster (Standard)

Selections:

HQ (195pts)

  • Tervigon (195pts)
    Brood Progenitor, Psyker, Shadow in the Warp, Spawn Termagants, Synapse Creature
    Adrenal Glands, Bonded Exoskeleton, Claws and Teeth, Dominion, Onslaught, Stinger Salvo, Toxin Sacs

Troops (100pts)

  • Termagant Brood (50pts)
    • 10x Termagant
      The Scuttling Swarm
      10x Chitin, 10x Claws and Teeth, 10x Fleshborer
  • Termagant Brood (50pts)
    • 10x Termagant
      The Scuttling Swarm
      10x Chitin, 10x Claws and Teeth, 10x Fleshborer

Fast Attack (132pts)

  • Gargoyle Brood (132pts)
    • 22x Gargoyle
      Instinctive Behaviour – Lurk
      22x Blinding Venom, 22x Chitin, 22x Claws and Teeth, 22x Fleshborer, 22x Wings

Heavy Support (570pts)

  • Carnifex Brood (570pts)
    • 3x Carnifex
      Fearless, Instinctive Behaviour – Feed, Living Battering Ram
      3x Bonded Exoskeleton, 6x Twin-linked Devourers with Brainleech Worms


The Hive Tyrant in 6th Edition

Alien Cunning

It is really nice to say that monstrous creatures and Tyranids in general have changed a ton in 6th Edition. The most important monstrous creature, the Hive Tyrant, has changed quite a bit. Relegated to a non-choice or sometimes a reserve bonus creature, the Hive Tyrant in 5th edition was severely lacking. There are quite a few reasons why they’re better in 6th Edition.

  • MCs get cover at 25% obscured
  • MCs get cover in area terrain
  • Flying MCs don’t take dangerous terrain tests
  • They can challenge people (no more being afraid of that hidden powerfist)
  • They can choose from more psychic powers that are much better
  • Winged monstrous creatures operate totally differently and are much more survivable
  • Certain psychic powers enable them to have higher toughness and even invulnerable saves
  • In general I think the meta will shift to higher points values, so the overpriced Tyrant is more forgiving
  • The Swarmlord is amazing… Mastery Level 2 and FOUR psychic powers.
  • Preferred enemy can be had by tyrants and grants shooting bonuses!
These are just my own thoughts. For much more in depth strategy, I would read these links:
What does this mean for me personally? I had to change my flying hive tyrant, Overlord Muggis. He is my Forge World hive tyrant and I really didn’t want to change the model. He had two scything talons… not the most competitive loadout even in 5th Edition. With changes in 6th Edition, he needs to be swooping and taking down fliers. 
I chopped up some devourers and twin linked them.

Closer up shot to see the twin linkage.
I took a look at some of the above tacticas and decided to give him two twin linked devourers. This will provide 12 shots at BS3, twin linked, at strength 6. I didn’t do the math but I’m guessing this is enough to usually glance a Storm Raven to death in one turn. (EDIT: just realized that flying MCs don’t have Skyfire. What the hell?)


He also has a 360 degree arc so I don’t have to worry about flying behind the flyer and not being able to shoot. I believe he can also do a vector strike before he shoots. He can even aim at the ground and hopefully make dudes run away (leadership tests are taken at -1 from devourer wounds!).
Lots of devourers!
I’m also taking a serious look at the Swarmlord. I have never really been a fan of special characters for a lot of reasons, but he looks amazing in 6th Edition. He is mastery level two, he can take four psychic powers… try to get Invisibility and then go for Biomancy for survivability. 


It Came From the Forums – Tervigon Diorama

I’m going to steal a post format from our Michigander cousin-blog Dark Future Games and spread this lovely diorama that I found over at The Tyranid Hive, the best Tyranid forum on the web.

First, the link with appropriate source – the painter is KrakenGenesi. Being a fellow Kraken hive mind this diorama really hits home pretty well with me. I really like the clean painting style with the afterbirth on the babies. Plus he added space marines getting slaughtered by this monstrosity. Love it. Click to embiggen images.

I really like the afterbirth effect on the gants. I didn’t do that with mine but this looks really good.
Look at all that gunk.

Newly born gants ready to do their duty from the first second!

These dudes really think they stand a chance?

Overall a beautiful diorama with great painting 

Oath Complete: New Tervigon of Hive Fleet Muggis

Back in February I had written a post wondering if the new Tyranid models were worth the wait. I’ve just finished my first Tervigon and plan to have one more plus two tyrannofexes done in May for the team tournament at GS – so I guess you could definitely say they’re worth the wait.


I oathed this Tervigon as an addition for my Something Awful oath for April. I plan to have another one and two tyrannofexes done by May 19th for the tournament at GS.

I used a new dip and it came out a little too dark, so some touchups were needed. Hive Fleet Muggis is pretty darkly-colored overall anyway, and I like to paint the ‘older’ Tyranids in the fleet a darker color, as opposed to ‘just born’ dudes who are brighter. I’ve dipped pretty much every Tyranid model I’ve painted… makes it a lot faster and I’m a lazy hobbyist.

I used the front arms from a tyrannofex (fleshborer hive) that nobody would ever use just because they look super cool. Birthin’ sacs are genestealer purple, chitin is mephiston red, body is primed with Army Painter human flesh, arms in front are troll slayer orange, hooves and talons and spikes are abaddon black, tongue and fleshborer holes are moot green. I wanted to use the all new colors to show what they look like.

Basecoated, pre-dip.
Post dip touchups:
Babies comin’ out.
Hive fleet Muggis is currently encircling a jungle death world. All the bases reflect that. I tried some model railroad water effects.
Comparison shot to old tervigon.

All in all I really love the new model. I was disappointed at first that this thing would be so expensive and so hard to find cover for, but I think I can make it work. The Tyranid model line continues to be the best!

New Tyranid Models – Worth the Wait?

I ranted about 6 months ago about how badly the Tyranids needed new models. The model lineup is great, but has huge holes in extremely important places. Today we’ve seen leaked photos of upcoming models that makes this hive overlord extremely happy.

The Models.


Tyrannofex

 They definitely took a ‘hierophant’ look for these new models. I really like the rupture cannon, looks great. I am definitely digging the overall look. I’ll get one of these at least. I like the look of the assault shooty gun on the second pic – looks like basically a shield with little spores coming out.

Tervigon

The most important model to come out for tyranids? Definitely the tervigon. I love the model look – babies coming out, ready to fight. Again I’m digging the hierophant look to it. I’ll get two of these at least.

Hive Tyrant / Swarmlord

I don’t know what it is, but I am not digging the wings for this model. I also don’t really need a Swarmlord, so I doubt I’ll pick up one of these anytime soon. It looks to be the same hive tyrant that has been out for a while, although having it in plastic is huge.

The Prices.
Since the Finecast™ pricing debacle I’ve been very wary of new models from GW. GW’s prices are rapidly approaching the break point for most hobbyists. The list of prices for Tyranid stuff:

Tyranid Hive Tyrant / The Swarmlord 3-Mar-12 $53.75 New Plastic
Tyranid Tyrannofex / Tervigon  3-Mar-12 $57.75 New Plastic
Tyranid Boneswords Pack 3 x ‘Pair of Boneswords’ 3-Mar-12 $19.75 New Resin
Tyranid Lash Whip & Bonesword Pack 3 x ‘Lash Whip & Bonesword’ 3-Mar-12 $19.75 New Resin
Deathleaper 1 Fig Box 3-Mar-12 $24.75 Repackaged Resin
Old One Eye 1 Fig Box 3-Mar-12 $41.25 Repackaged Resin
Tyranid Biovore 1 Fig Box 3-Mar-12 $41.25  Repackaged Resin
Tyranid Spore Mine Cluster 9 Fig Box 3-Mar-12 $24.75 Repackaged Resin
The Red Terror 1 Fig Box 3-Mar-12 $41.25 Repackaged Resin
Tyranid Ripper Swarm Brood 1 Base Clampack 3-Mar-12 $13.25 Repackaged Resin

The tervigon is a little less than a land raider, which is the worst. Tyranid players usually want to field two to three tervigons – most marine players are lucky to field one land raider. The Hive Tyrant is still overly pricey, but hardly anyone uses one anymore.

The boneswords and lash whip packs are extremely pricey as well. They should be plastic and come in three pair for $10 or so. Equipping a six man tyranid warrior squad with bone sword and lash whips would cost $124 for a 270 point troop unit. Absolutely terrible.

I’ll definitely be picking up two tervigons and a tyrannofex when the models launch, and I’ll definitely be picking up some bone sword packs for my shrikes… but man. GW can really grind your gears.

Podcaster Spotlight: The Independent Characters – Carl Tuttle (Part Two)

Today we bring you part two of our interview with Carl Tuttle, host of The Indepedent Characters Podcast. Look for part three tomorrow, then Fantasy Friday to end the week! Next week we will be posting interviews with Geoff and Zach, the other two main hosts of TIC!

Download their current episode here.

What has been your experience lately with Tyranids?

This is a tough one. I have a fully painted Tyranid army, and I often think of going back and fleshing it out a bit and playing it more. I think right now the Tyranids changed drastically from the horde of monsters scrambling towards you, to a really sensitive army to position. If anything I would compare them more to Eldar now, than to the Tyranids of 4th edition. The army really requires you to have the right units, in the right place, at the right time. It’s a very tricky army for people to work with at the moment. I really do not have too much trouble beating them currently. Which probably puts me off to playing them. Of course a really good Tyranid player could probably clean my clock. Let’s face it – I’m not the best guy when it comes to tactics.


However, I know more about how the game is played now than I did when I was playing my nids. So I could probably use some of that to my advantage and do a bit better than I think I would.


What do you think GW could do to fix Tyranids?

There’s too much competition for their elite slots. I think this is the thing that hurts them the most. I also find it really tough to justify putting a Hive Tyrant on the table with no invuln save these days. Which is unfortunate, because I love the idea of the Hive Tyrant. There are just too many missiles out there in newer armies (or dreadnoughts with autocannons) to risk losing such an expensive unit that really has a hard time taking advantage of cover.

Can you tell us about the narrative campaign you have planned?

Well it’s actually not a narrative campaign. I found rules for running The Eye of Terror Campaign for your gaming group in some old White Dwarf Magazines I have. I’m really disappointed I wasn’t playing 40k at the time this world wide campaign was run by GW. I would love to play in something like that. So when I found these old articles, I thought, “Hey I could run this for my local area!”. The rules as written can accommodate about 24 people. So that’s going to be my first step. I’m going to run it for about 24 guys (we have a LARGE gaming group to draw from here!) and see how it goes.

Then, there are some changes you can make to the math of the thing to make it viable for larger groups. This would become quite cumbersome for one person to do, so I actually have a friend helping me with the back end to a web site which will allow people to submit their games, and see real time changes to war zones. If the concept works this summer – I think you can expect us to “re-brand” the Eye of Terror Campaign into something of our own devising. I will change up a few of the rules and then the idea is to launch something “world wide” that game clubs and players can take part in. I already have the back story worked out and an area of space in mind for the campaign. It should be a lot of fun I think. I will be sharing more on this on our show in the near future!
Geoff’s favorite part about Adepticon?
Anything you’d like to say about the Adepticon coverage you’ll be doing this year?

Well it’s going to be great for one thing! We had a lot of fun doing it last year. This year we hope the changes we have made are going to help make it easier to tell what is going on, while still allowing us to do commentary and have fun with the whole thing. We’ve just finished running a drawing/contest for some KR Multicase prizes to help us raise money for this coverage. Our listeners are amazingly generous. So I think they have helped us a tremendous amount to bring this coverage to life. So we really do not want to let them down!

I’m mostly hoping I don’t have the technical problems we had last year! I was forced to stay up the entire night troubleshooting the problem. I wonder how much better our previous coverage would have been if I wasn’t so exhausted!
Not only are we going to be covering the finals, but we are also going to bring you a lot of interviews and some other special things we have in the works while we are there!
What do you envision for TIC Podcast in the next three years?

Whew! That’s a hard question. If I’m being honest, the show has already exceeded our expectations at this point. I would certainly love for the show to continue to gain in popularity. We see a significant upward trend in our downloads month over month. I would love to see that continue. I guess I would like to just ensure that we continue to innovate the show and remain relevant and entertaining! We are trying out some new things this year and we will see how they go over. We really just want to grow with the game. In that sense I am really looking forward to what 6th Edition will bring us.

For the show to continue to grow and do new things though, we will likely need to change up some of the way we work. I think until people really do a Podcast like this, they don’t really understand the amount of work that goes into it.
It seems like there are a lot of 40k / minis wargaming podcasts out there, but you have consistently provided one of the most organized / on topic / creative podcasts. What do you think has contributed to your success?

I’m always surprised when people refer to us as a successful Podcast. I’m not really sure how that is measured. I probably measure it in terms of the number of friends I have made through the show. I really have a hard time keeping up with everyone I have made contact with because of it! So in that sense I would say the show is a success.

All of that aside though – I think there are a couple of ways we approached the show that made a huge difference. The first thing is that we came into the Podcast with a plan. We knew what we did and didn’t want to do. For example: News? No thanks. Everyone reads Blogs and by the time a bi-weekly Podcast announces news. It’s old. Codex Overviews? Nope. Everyone else does them. Take a look at how many Podcasts did “Necron Codex Overviews”. I don’t think we could really add anything, that hasn’t already been talked about there. Tactics? Not really my personal strong suit, and for the most part I personally don’t find hours of tactics discussion to be entertaining. There is obviously a market for it, but I am not that market.
So we knew we wanted to not travel the same road everyone else did. But there were obviously a few things we were going to do that were the same. Hobby Progress for example. I actually LOVE listening to people talk about their hobby progress. So this was something that appealed to me to share. Games Played. I don’t like to go through them blow by blow – but a nice overview of the game and a memorable moment or two is nice to hear as well (in my opinion anyway).
So we settled on our strengths, which was a friendly, positive environment. So right out of the starting gate we wanted to make people feel “like they were a part of our gaming group”. We also wanted to steer away from negativity. That’s not to say we wont be critical of products, but we will also talk about what is good about a product as well as bad. This seems to have resonated with people a lot. As I mentioned before, the show has allowed me to make a ton of friends across the country and abroad!
We also were sticklers for being on time with our show. We say every two weeks and we mean it. The occasional episode has slipped but we do everything we can to make sure we meet our deadlines. Shortly after we started, we had played with a couple format ideas. We finally settled on the “theme” for each show. This would usually comprise of the majority of the show. At some point we also kind of morphed into the Podcast that really is willing to branch out and explore playing 40k in different ways. This is something I think we have latched on to.
And then of course, the Imperial Armour and Forge World coverage we do. Honestly, we got lucky with that one. I was such a huge fan of The Siege of Vraks series, I insisted on doing a show about it. Geoff was on board. So we did the whole thing in one show. I wish we had spread it out now! We had an immediate and positive response about it!
What have been some of the biggest challenges that you’ve faced as a 40k Podcaster?Time is always a challenge. My wife puts up with a lot of my time being taken up by this thing. It really has become a second job. Having to juggle the show, along with my real job (which takes about 60+ hours a week), family obligations (I have a kid as well!), and then my own personal playing and hobby time… doesn’t leave me with a lot of free time NOT dedicated to 40k and the show.

Year in Review Final Day: Muggins – The great devourer has come

This happened when I tried to explain Warhammer to my mother-in-law.

2011 was a pretty great year for me with my hobby and personal life. I was inspired to start this blog (and invite the rest of the team, without which none of it would be possible) by the continued success of Dark Future Games and MI40k. We do a lot of great things here in the Flint area, and I really wanted to show them off.


I also feel that we have a great Warhammer 40k ‘scene’ that is still growing, but sometimes suffers from being disorganized. A club of leaders going forward like we have in FC40k (and a partnership with game stores such as Gamers Sanctuary) will help to get players involved and move from a more casual once-a-year hobby shop visit to a great hobby experience where they hopefully take ownership and volunteer. (Warhams being outgoing? My word!).

Throughout this year we here at FC40k (and at GS) have made a lot more friends via the hobby. I must admit it can be tougher once you’re out of college to get out and meet new bro-friends. Most of my college friends moved out of state or live an hour north. I drive an hour one way to work every day and visiting Bay City all the time isn’t really in the cards.

I feel like there are a lot of different subsets (castes?) of wargamers based on current life timing (high school, college, post-college) or professional status. This isn’t to look down on anybody, but a lot of us have 8-5 jobs where we can play at night once a week, or varied hours where we have to schedule times to play with others. I feel like with FC40k I’ve met a group of gamers who are very like me; we’re all professionals who are ~30 years of age or older, and some of us are starting families or have families already.

When I text Adam or Brian I don’t have to worry about getting some weird LOLCAT in return, or when we game together I don’t have to deal with social awkwardness, or smelly people. All of us have the ability to show people how to play the game; all of us can go out of our way to talk to someone who is new. When someone walks into GS and is watching us play, I always ask them if they play, what army, etc etc. I feel like there is a gamer attitude to just ignore those dudes, instead of helping them or talking to other people (gasp!). Like I said above, I’ve found a group of gamers (leaders) very similar in mind to me and I love it.

Gamers Sanctuary has also played a huge part in my renewing the hobby. Like quite a few others, I gave up the hobby when I went to college (chicks, dude). I renewed my love of 40k and other wargames when I got out and got a job in Lansing; I started driving to Swartz Creek when we bought our house here and I found Flames of War at GS.

Gamers Sanctuary has kindled a really great community here. Chad and his staff have a love of modeling and painting that shows in everything they do, and consistently inspires gamers to do their best. So much so that when my wife and I casually talk about moving anywhere I think to myself “Self, there is no way we could move away from this place and GS. This game store is huge for your hobbies. Self, change the subject.”

So that was definitely a ramble. What else did we do this year? We ran the Reth campaign. I kinda wish we were a bigger blog at that time, because I think we really did something special with that campaign with the fluff and story-driven battles.We built the Candidus Capillus and used it for boarding action in the Apocalypse game. It’ll be out for Badab War this spring.

Players loved the Reth purity seals

Brian also ran a campaign before that, and Scott a campaign before that. I have to say that from reading around the net that most campaigns either die or don’t get nearly the participation. We had 22 people on one night playing story driven campaign games!

I built up a huge tyranid army through 2011. I now have something close to 15,000 points of Tyranids. I’ve figured out that they’re “my army” for 40k. I gobble up the fluff related to them anywhere I can. I have painted a ton this year, mostly dipping. The entire Reth campaign was based on Hive Fleet Muggis taking over the Reth system.

I sold my Blood Angels. I wasn’t really happy with the direction of the new codex. Perhaps it was my hipster side who also wanted to play something that not everyone was playing. I financed most of my Mantis Warriors with my BA sales.

After bleating about power armor for months, yelling at people who shelved tyranids for grey knights or space wolves, and screaming in outrage at the price hikes for GW models, I became hypocrite of the year and started my Mantis Warrior army. Badab War vols 1 and 2 got be extremely interested in this army – I love the color scheme and the ‘tragic’ nature of their history.

This has gone long, so I’ll just keep it to 40k for now. What can you look forward to in 2012? More interviews, fluff reports, strategy articles (now that we have Scott aboard!), organization articles, and of course painting photos. Fresh Coast 40k has a lot on our plate for this year, personally and hobby-related as well. I know I’ll be a patriarch in July 2012 🙂