Showing posts with label Hormagaunts. Show all posts
Showing posts with label Hormagaunts. Show all posts

Sunday 21 October 2012

'nids part 62 - Oh did I not show you these n'all

Back when I was making the Tyranid Warrior - Hive Guard conversions, primarily out of a mixed goody bag of 'nid bits I needed a couple more Termagant heads and in true fashion won another mix of Hormagaunts and Termagants auction on ebay. Not sure how much this was in the end but it was probably better value than the five Termagants in a box you can get. Despite my love of Hormagaunts and their unwillingness to do anything other than get shot and fail to live up to their potential I decided to convert them to leaping Termagants. With two Tervigons now I need more spawnage, just in case. So with my extra fleshborers I knocked them up and also added Adrenal Glands so that they stand out even more as a unit. I've really started to notice how difficult it is to keep track of spawned units in 6th, so some ease of identification is helpful.


Of course Hormagaunts are some of THE most unstable miniatures ever created and if you place a gun in their hands, well lets say gravity takes an even greater interest in their face! I'm really going to have to start putting some weight on the back of these.


There were ten extra Termagants in this set.


Of which four are based on Hormagaunt bodies with a fifth head on a Termagant, they really do break up the lines of the gant swarm, a little more vertical motion makes them look like they're jostling for position.


I also had another five vanilla Termagants to add to the previous five - 20 in total from these few ebay auctions.


I've run the maths though and I'm not sure I'll ever need them all though. Currently I can use the second set of Devgaunts as spawned gaunts to help wit hsquad differentiation and so on average I should have enough. Only in exceptional circumstances should both Tervigons continue to spawn after turn 3, which invariably they do not will it be an issure and that's not taking into account that often they die and I get to recycle them into new units anyway.


So, another 15 to paint, and they weren't even on my list, *sigh*!

Saturday 13 October 2012

Tuesday night's all right for fighting - 500pts Nids v Dark Angels

Over at the local friendly neighborhood gaming club there has been renewed interest in 40k. Warmachine has gone off the boil a bit and there's a Fantasy campaign underway so one of the guys - Gonders [who has an excellent blog you should check out] has put together a loose 40k campaign, starting with just 500pts and growing each month by 250pts. There are other restrictions:

1) Must include one HQ choice.
No more, no less. When this rule is removed, the second HQ option becomes open, and with it, so does the chance to take allies.
2) Must include one troops choice.
When this rule is removed, players will be forced to take a second compulsory troops choice.
3) No model my have better than a 3+ save.
This goes for both Armour, and invulnerable saves.
4)No weapons that can use the large blast templates.
Includes ordnance, and other effects, such as eldritch storm.
5) No vehicle may have a total Armour value or more than 33, including front/side/rear.
This makes the heaviest vehicle available at the start a devilfish transport.
6) No model may have more than 3 wounds.
7) No models with the flier special rule.
8) No psykers with a mastery level of higher than 1.

Of course that makes my list slightly difficult and easy - no Tervigon, Barbed Stranglers and I pretty much HAVE to take a Warrior squad to provide synapse along with the Prime. So my list was:

Tranid Prime, lash whip, bone sword, Deathspitter (Intimidating Presence)
1 Hive Guard
10 Termagants with Devourers
12 Hormagaunts
3 Tyranid warriors with scything talons and Deathspitters
5 Genestealers

And Gonders had 
A Librarian  with the psychic powers to twin link shooting or overwatch on full BS (Inspiring Presence)
10 man tactical squad with missile launcher and plasma gun.
5 man Tactical squad with plasma gun
Twin Linked Las Cannon Razorback

Now that's all out the way here's the game - Dawn of War, Purge the Alien, Gonders got first turn and I didn't steal. The only thing to note is the 10 man squad in the ruin top left and the five man squad in the Razorback.


Here's my force 'hiding'.


and the Stealers Infiltrated in the central ruin.


Gonders moved through the ruin and fired at the Stealers killing the two that were visible.


The Razorback trundled backwards [after this pic that is] and managed to target a stealer through the ruined window with it's Las Cannons but it was saved by cover.


I moved forward, the Hive Guard stormed through the cover with a 6, fired at the Razorback but with a 1&2 failed to penetrate or even glance! The Stealers advanced through the building and were out of sight.


The Devgaunts advanced, hoping to reach cover but their run move falling short. Exposed, in Gonders next turn three of their numbers were killed through bolter fire.


With little for the Dark Angels lack of targets my turn came around soon, the Hive Guard got a glancing hit on the Razorback after another storming move into cover.


Everything else was out of range after their move forwards.



The Tac squad finally left the cover of the ruins...


... and were in range to do some serious damage to the Devgaunts.


Leaving one solitary gaunt on his tod, but not for long as the Razorback drew a bead on him with his Las-cannons! To which I scoffed as he was vaporised only to be shown tactical genius as Gonders claimed first Blood!


Bit of loss of pics here. The five man squad had disembarked from the Razorback earlier. Advanced, thrown a grenade at the Hormagaunts - killing five and then assaulting. I struck first and two marines went down. In return he killed four but we were locked.


The Stealers charged the squad two more Marines were killed for one Hormagaunt. The front two Warriors fired at the Rhino but no damage, meanwhile the Hive Guard once again sprinted through difficult terrain only to shoot like girl ;)


The Marine sergeant died in a frenzy of teeth and claws, the stealers consolidated 6" and the Hormagaunts 5". The Warriors took fire from the tac squad and Razorback but Look Out Sire saved the Prime [although we really do have to check how that works as other folk were playing it differently]


As you can see, 1 wound on the Prime and 2 on the Warrior.


The Warriors moved to target the tac squad. Hormagaunts hid to deny a VP and the Hive Guard finally rocked up and shot the Razorback to pieces leaving the Stealers with nowhere to go but hang around in the backfield for Line Breaker.


The marines returned fire but with some judicious position I was able to Look out Sir on a different Warrior for bolter shots and prevent Insta-kills with the Missile launcher on the Prime.


By this stage almost all the Warriors had been wounded and he had tried to gain Line Breaker. His Librarian had been casting the Overwatch on full BS in fear of the assault and this caused all the wounds. His Sergeant accepted a challenge by the Prime and was slaughtered. The remaining Warriors killed three more but they stuck at it.


Another round of combat and the Librarian was duly challenged and slaughtered, two more Marines fell to the nids and they ran screaming, too quick for the Warriors but straight towards the stealers who had been crossing the back field.


Even then they did not reach the awaiting gribblies as Deathspitters cut them down as they fled.


So it was a win from me but Gonders did some really neat things - using the Grenades, tactically using the right psychic power at the right time, taking First blood and heading for Line Breaker. I can't say my Devgaunts did much and the hive guard could run for Jamaica but wouldn't be allowed on the Great Britain shooting team! Not sure if I have an MVP but the bonesword is a beast of a weapon but I'm forever dismayed that he doesn't have the re-rolls for scything talons that the other Warriors have.

Still a good game and more to come no doubt.

Friday 28 September 2012

1500pts Lists some help please.



So I've got four 1500pt lists here with the major differences highlighted in yellow. I'd originally thought to take a Hive Tyrant but felt two Tervigons are more durable. I also feel I should definitely have the Defence Line because it looks cool as opposed to necessarily being a winning tool. I want to include the WQuad gun but given the FAQ feel it would be pointless. I've ended up with only one list with it in because most armies I've played have only had one flyer but if I face more without it I'll definitely be dead in the water with only cover saves to try and keep me alive. Anyway here are the four and my individual thoughts.

 
 
This is probably my most standard force and one I'm most familiar with. Ymgarls for deployment zone shenanigans. Hormagaunts as my meat shield but only 5 stealers which is a bit weak.

HQ
  Tyranid Prime with Lashwhip and Bonesword, Deathspitter, Synapse Creature,
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
Elites
  2x Hive Guard(s)
  5x Ymgarl Genestealer(s)
  1x Zoanthrope(s)
Troops
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
  10x Termagaunts with Devourer
  Mycetic Spore with Hardened Carapace, Lash Whip, Ripper tentacles,
  12x Hormagaunts
  3x Tyranid Warriors with Barbed Strangler, Deathspitter, Scything Talons,
  Broodlord with Adrenal Glands, Scything Talons ,
  5x Genestealers with Adrenal Glands,
Heavy Support
  Trygon
Fortifications
  Aegis Defence Line

 

Swapping out the Ymgarls for more durable brood of stealers, but losing on the in your face dangers. Only 11 Hormagaunts this time but I get the Quad Gun, if I can use it and alternatively I could add a 3rd Hive Guard to instantly fix the list if it wasn't acceptable.

HQ
  Tyranid Prime with Lashwhip and Bonesword, Deathspitter, Synapse Creature,
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
Elites
  2x Hive Guard(s)
  1x Zoanthrope(s)
Troops
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
  10x Termagaunts with Devourer
  Mycetic Spore with Hardened Carapace, Lash Whip, Ripper tentacles,
  11x Hormagaunts
  3x Tyranid Warriors with Barbed Strangler, Deathspitter, Scything Talons,
  Broodlord with Adrenal Glands, Scything Talons ,
  8x Genestealers with Adrenal Glands,
Heavy Support
  Trygon with
Fortifications
  Aegis Defence Line
  Quad gun

 

Given the success of the Doom in a recent match he still has the ability to inflict carnage but is he too much and suicidal? Back with the Ymgarls but Hormies and Stealers are as small a unit as they can be and possibly First Blood fodder!

HQ
  Tyranid Prime with Lashwhip and Bonesword, Deathspitter, Synapse Creature,
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
Elites
  2x Hive Guard(s)
  5x Ymgarl Genestealer(s)
  The Doom of Malan’tai with Mycetic Spore with Hardened Carapace, Lash Whip, Ripper tentacles,
Troops
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
  10x Termagaunts with Devourer
  10x Hormagaunts
  3x Tyranid Warriors with Barbed Strangler, Deathspitter, Scything Talons,
  Broodlord with Adrenal Glands, Scything Talons ,
  4x Genestealers with Adrenal Glands,
Heavy Support
  Trygon
Fortifications
  Aegis Defence Line

 

Just a list thrown in, reduced Stealers but with added Broodlord make them a little more durable and more Psychic powers to throw around.

HQ
  Tyranid Prime with Lashwhip and Bonesword, Deathspitter, Synapse Creature,
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
Elites
2x Hive Guard(s)
1x Zoanthrope(s)
Troops
  Tervigon with Catalyst, Dominion, Synapse Creature, Stinger Salvo, Crushing Claws
  10x Termagaunts with Devourer
  Mycetic Spore with Hardened Carapace, Lash Whip, Ripper tentacles,
  12x Hormagaunts
  3x Tyranid Warriors with Barbed Strangler, Deathspitter, Scything Talons,
  Broodlord with Adrenal Glands, Scything Talons ,
  4x Genestealers with Adrenal Glands,
  Broodlord with Toxin Sacs,
  4x Genestealers with Toxin Sacs,
Heavy Support
  Trygon
Fortifications
  Aegis Defence Line


 

So there we go, your help is appreciated. I could always bin off the Hormagaunts altogether, they're never as effective as I wish them to be but they're useful in going forwards through cover and backed up by the Stealers could be effective in flanking. Ultimately It will have Hive Guard, Warriors, Tervigons and Trygons with Devgaunts and a pod but if anyone can play around with the remainder please do. I had thought about Regeneration on a Tervigon also or perhaps save a couple of points by switching to Scything Talons on one, given as that's how it's modelled. The Defence Line would be nice but I'm wondering if 50 point elsewhere may be better, I can still put it on my trays for the army and people can "aahh!" But I'm not sure if using it may risk whatever chances I have thanks to weak units. Thoughts appreciated.

Wednesday 22 August 2012

Tuesday night's all right for fighting [Gaming with my son!]

It's been a while but I had chance to nip up to my Local Friendly Neighborhood Gaming Club and as it's the Summer holidays I took the boy too. A couple of years ago, when I was still able to go to my kendo, I spent a wonderful six weeks taking him with me to class. Being 8 at the time I feared he wouldn't be able to fit in with the discipline but he did really well and I was immensely proud of his efforts, he didn't do it last year, obviously this is what I can only bring him to now. Saying that, he hasn't even played 6th Edition yet and didn't even realised I'd played any games.

First a note on the pics. I added a new camera app to my phone Camera360 Ultimate. I'd binned it off in the past as it can't be moved to the SD card but it does some nice effects and I hoped it would allow me to enhance images before taking the shots instead of requiring me to do it after. Now I've got to grips with it it may speed up my progress. The first two shots show the Enhanced and the Original. I love th evibrancy of the enhanced, there's actually more mid-range colours in the original but it's just too flat.

So 500 pts [sort of] of nids on each side, this is his Vanguard setup on Purge the Alien, he's got 10 Devgaunts, a Trygon, Prime and Warriors and a Biovore, which I think tips him 55pts over 500 but...


... I have a Tervigon [as Warlord], 10 Devgaunts, Hormagaunts, 2 Hive Guard and 5 Genestealers, infiltrating in the ruin to the right.


He gets first turn and setup. Warlord powers give him +1" to his charge and I get the one to add a dice to Run and Charge rolls.


And moves everything forward, the Devgaunts target the Genestealers...


Only a few Devgaunts were in range so their 12 shots take out just one of the Stealers [who was foolishly standing atop the ruin!].


The Biovore and Barbed Strangler fire - hit my Devgaunts, killing five and two Hormagaunts. In my turn everything moves forwards and the Tervigon spawns 11, without doubles.


With nothing else in range everything targets the Trygon, I think the Hive Guard wound but it's Armour protects it. The same couldn't be said for the weight of fire from the Devgaunts and I think in the end it failed one of the two or three shots that managed to wound. Another comparison shot too of enhanced and normal.


Turn two and the Warriors move out in the open and the Devgaunts advance through cover, the Biovore sits still ready to lob spore mines at any massed brood - which I happen to have in the 11 Termagants in the trench system. Five fall to large blasts and the Hormagaunts also suffer, with only one left alive. The Devgaunts target the Genestealers, they all die - First blood! The Trygon unleashes it's Bio-Electric Pulse on the Hive Guard, taking one wound off them. My son often does weird stuff I can't comprehend but quite often it doesn't harm his chances whatsoever.


I spawn another 10 gaunts but get a double. They form a protective line in front of the Tervigon so it doesn't get assaulted and they get to overwatch if they do, not like it would achieve much but y'know. The Hive Guard move back into cover as do the Gaunts in the trenches, far enough to delay charges but near enough to still shoot, pre-measuring is great.


I'm not entirely sure what put the extra wound on the Trygon. Everything fired at it I think, except the Tervigon. My son then moved his Devgaunts up and the Warriors too.


The Devgaunts shot and killed the three Termagants they could see. The Trygon fired it's pulse at some point, unleashing all 6 shots on the last Hormagaunt, overkill maybe, but it was dead and another VP to him.


There may be a lack of continuity in this pic in that the Trygon is now assaulting the Termagants in front having just shot the Hormagaunt but whatever, only two gaunts remain.


In response the Tervigon charges in, it puts two wounds on the Trygon but not before it put four on the Tervigon, this may have been a mistake!


Even moreso I see my brood approach extermination. The Tyranid Prime leaves the Warriors and assaults the Tervigon.


The lashwhip takes the Tervigon down to Initiative 1, and his Bonesword puts another unsaveable Wound on the Tervigon, I pass my Ld test. In return the Tervigon stomps two wounds on the Prime, was this a mistake? Should I have taken the Trygon? only time will tell.


Only the three Fleshborer gaunts remain in the trenches they fire at the Devgaunts, who knew Fleshborers could do so much damage? Makes a change against T3 and no save! 


My Hive Guard move thru terrain to target the Warriors, three shots, three wounds S8 vs T4 and only the far right warrior gets a 5+ save which he fails - 1KP to me!


Oh dear, the Prime and Trygon finally take out the Tervigon. It's demise feedbacks on the surrounding gaunts - the three in the trench suffer 14 wounds, the Devgaunts 8 and the two assaulting the Trygon three.


When the dust settles just two Devgaunts remain after saves. In revenge the Hive Guard target the Prime...


...and impale his a$$!


That was it, turn 5 and he beat me something like six or seven VPs to my three. My Genestealers were rubbish, that's a fact. The single biggest talking point was the Prime separating, that brought about the demise of the Warriors but if he hadn't would the Tervigon have been able to finish the Trygon off? He caused two unsaveable wounds on the Prime, I don't recall the dice but if they'd have taken the Trygon then instead the Tervigon would have survived and so too all the gaunts, there's no telling would would have/could have happened but it was a very significant tipping point.


I've some ideas for the future about a more defensive posture and perhaps not sending Genestealers forward as most times they just get slaughtered because they're too far removed from support. Lots to think about and my son did really well, the jammy sod ;)