Thursday, July 19, 2012

Tyranids in 6th: HQ

After a few weeks, I've finally gotten enough reading and playtime to actually start writing up the changes for my first and favorite army, the Tyranids. Eventually I'd like to use this as the basis for a full Tactica, but for now I'll be focusing on the unit changes for 6th edition.

HQ:

Tyranid Prime:

This guy didn't change too much, but he did get some new uses via wound allocation and challenges. The Prime is still a relatively cheap placeholder for the HQ slot, but offers some utility and decent combat stats. The ability to take a bonesword and toxin sacs make him a threat to any character without Eternal Warrior; this is an HQ that should be issuing challenges more often than not. The Prime also gained some utility through its ability to tank wounds via "Look out Sir!"


The Hive Tyrant:

The Tyrant is the big winner this edition in the HQ slot. The introduction of the new psychic powers, particularly Biomancy, give it multiple ways to support other units, weaken your opponent, or buff its own combat potential. The changes to power weapons also mean there are far fewer things that can hurt a Tyrant with Armored Shell once it hits melee. Precisions shots/strikes and the ability to challenge also give it a much better chance to remove models carrying weapons that could actually hurt it.

Its durability also got a significant boost from Tyrant Guard, which can now absorb wounds for it on a 2+.as opposed to the only wound allocation pattern. While not without risk, it's possible to toss AP 2 wounds on the Guard while using the 2+ save to absorb the rest of the incoming fire.

The biggest change is the return of the winged Hive Tyrant as something to be feared. Able to cycle between monstrous Jump Infantry and Swoop moves, one of these monsters can cover most of the battlefield, pick its fights, and absorb a fair amount of firepower between Jink saves and all shots against it being treated as snap fire.


The Swarmlord:

The basic Tyrant's gain was the Swarmlord's loss, although the avatar of the Hive Mind still has some tricks to play. With only a 3+ save, the Swarmlord is vulnerable to a wider array of heavy weapons and more susceptible to massed firepower, although Guard and the extra wound in its profile can mitigate that. The same applies in assault: the 4++ save is less impressive against power weapons, although it still gives much needed protection against AP 2 weapons that the basic Tyrant would be helpless against.

The support it can give the rest of the army has also been altered. With Warp Charge 2 and 4 psychic powers, it has a much better chance of getting a useful power. On the downside, the number of USRs it can choose to dole out has been reduced to Preferred Enemy and Furious Charge.


The Parasite of Mortrex:

Very little has changed here, although the Parasite can at least soak up some small arms fire for the brood it's leading. Even better, it now has a chance to hide from or kill the models armed with weapons that could inflict Instant Death. Neither of these really changes how the Parasite functions in a swarm, but at least makes it harder to kill.

Sunday, July 8, 2012

Tyranids in 6th - the 1st List

So, after a few test games, here's what I'm thinking of running at 1500

HQ:

Hive Tyrant with Biomancy, Wings, Scything Talons, TL BL devourers, Hive Commander, Toxin Sacs
-280

Elites:

8 Ymgarl Genestealers -184
8 Ymgarl Genestealers - 184

2 Hive Guard - 100

Troops:

20 Termagants - 100

20 Termagants - 100

Tervigon w/ Dominion, Cluster Spines, Toxin Sacs, Adrenal Glands, Catalyst - 195

Tervigon w/ 3 powers, subbed for Biomancy, Toxin Sacs, Adrenal Glands, Crushing Claws -235

Fast Attack:

20 Gargoyles - 120

Rough idea is to use the Gargoyles to grant cover to the Termagants and Tyrant and as a speed bump. Tyrant and Ymgarl stealers hit targets of opportunity while the rest of the swarm closes in. I've equipped the Tervigons differently in the hopes of actually using the one with claws in assault. It seems like a long shot, but the idea's been floated on a few other blogs, and doesn't seem as crazy as it did last addition with some of the buffs available via Biomancy.

Monday, July 2, 2012

6th Edition, 2 Games In.

Thus far in 6th I'm 1-1, with a match against a mechanized Chaos Marines and foot Guard. Overall I'm liking this rule set. I'm still a long way from figuring this edition out, but here are some first impressions.

In no particular order:

1. Mech spam for mech spam's sake is dead. Vehicles still have a place in any list, but the introduction of Hull Points means they can be more reliably destroyed, while rapid fire and heavy weapons are significantly more useful. Mobile firepower can be had just about anywhere.

2. Winged Monstrous creatures are amazing. Paying 60 points for a Winged Tyrant or Daemon Prince almost looks like a bargain now.

3. Forget about assaulting into cover without some kind of bonus. Rolling 3d6 and dropping the highest makes actually reaching your target a real problem. 

4. Shredding vehicles in assault is once again viable.

Swarm Tyranids rushing an infantry gunline - the only vehicles are the two Basilisks in the center rear. Remember when most players thought of Guard orders as laughable...?
5. Torrent of fire is still perfectly viable, but the changes to rapid fire, cover, and introduction of snap fire mean heavier weapons like lascannons and plasmaguns are just as good given the right target.

6. Snap fire is not going to be trivial. Multiple special weapons can be potentially devastating even when needing 6s to help, while massed fire from most basic guns can ruin a horde's day, particularly if there are only a few models in charge range. Charging large mobs of Shoota Boyz is not going to be fun for anyone.

7. The first time you roll double 1s for charge distance is just as enraging as you'd think it would be.

Modified reserve list closing in on a Chaos Marine armor formation.
8. Disruption and misdirection are going to be key for assault armies. Simply closing in on foot and hoping to weather the incoming fire won't be enough.

9. Biomancy is a Tyranid Psyker's best friend.

10. The removal of No Retreat wounds makes large squads viable again - my Termagants can happily die under the boots of Space Marines all game, rather than in two assault phases.