I am Marcus. The following is a series of things I said.
Like the rolling and receding ocean tides, the reaction to
the meta of our game changing ebbs and flows in an almost hypnotic rhythm. The
levels of enthusiasm (and of habitual over-reaction) run high and low,
alternating between crashing into supposedly safe sand castles and stranding
baby turtles in equal measure. The innumerable cacophonic voices of the
blog-o-sphere could be compared to surfers riding these watery mountains of
shifting favor, trying to establish a foothold when really there is no solid
ground beneath them, competing for those precious few moments in which it
appears that they have conquered the elements when in reality all they’ve done
is manage not to get swept away by forces beyond their control.
But that’s not my steez, you see.
I’d be more like that creepy pale kid who finds tide pools
and attempts to capture some weird-ass crab or other remnant of high tide that
got trapped in there when the enthusiasm died down and left some nerdy sea-nuggets
behind. I’m not interested in defining, refining, or otherwise making
assertions or predictions on the outlook of the game. I’m just here to goddamn
party. That being said, I still take notice when literally every single person
on the internet is saying the same thing. One of those things is that with the
advent of hull points and the relative ease of rope-a-doping vehicles with
them, that super high strength weapons have begun to fall out of favor in place
of medium-strength guns with higher rates of fire. Vehicles are pissed about
this, people who didn’t magnetize all the meltaguns they put on their Grey
Hunters are pissed about this, but do you know who isn’t pissed about this?
Units of T4 multi-wound models. Of course armies will still pack missiles and
multi-meltas which can pee on these guys, but the days of literally auto-losing
against armies with any real level of long-range anti-tank may be falling by
the wayside. And, in the spirit of experimentation, I’m going to attempt to make
a list that I’ve always wanted to run but never had the testicular fortitude to
before: Midzilla. That’s right punk, Tyranid Warrior theme army time. Of
course, this is something that has very rarely been done (with good reason),
but if there was ever a time to try, it would be now.
One of the main advantages (which is borne of its biggest
weaknesses) of running hybridized Midzilla is that it can create target
priority issues for the opponent. Warriors/Shrikes/Raveners can be killed
through either torrent of small arms fire, or obliterated by anti-tank weapons.
On the other hand, small arms fire is the only thing worth shooting at the
smaller creatures in a Tyranid army such as Gaunts and ‘Stealers, and S8+ anti
tank weapons are the best answer for Monstrous Creatures. But if all three
groups are present in your army, then your opponent will have to divert
firepower from one of them in order to focus his fire in the most efficient
way. This isn’t a great an advantage as, say, having assault grenades and a 3+
armor save, but forcing your opponent to make decisions as often as possible
creates openings that you can capitalize on. And might I add that now that
plasma weapons are in vogue, it’s worth remembering that the worse your armor
save is and the more wounds you have, the less you care about plasma weapons.
Plasma guns are about as frightening to Warriors as Heavy Bolters despite being
more expensive, so there’s something to be said for that. Other small
advantages include the (relative) power of Warriors as a Troops choice, their
(relatively) flexible weapons loadout, a tight synapse web and a large bubble
of Shadows in the Warp, and some serious goddamn style points.
Now, if we’re gonna call a list a Warrior theme army, we’re
gonna have to take a Tyranid Prime. That’s just basic shit. And there’s no
reason to be upset about it, really – 105 points can’t really buy a better
beatstick in any codex.WS6/S5/T5/I5, Bonesword/Lashwhip, Scything Talons, and Toxin Sacs
(along with base 4 attacks) means this guy will absolutely massacre anything he
can get into base contact with. His Alpha Warrior special rule isn’t bad
either, considering that you rarely hear complaints about WS6/BS4 troops. And
as long as we’re shopping for HQ’s, a Flyrant is always a great choice. Fast,
deadly, poorly converted? I field one every game. For this list I’d consider
dropping both his psychic powers for rolls on Biomancy, maybe keep Paroxysm and
just roll for the other. Who knows.
Now for the troops. We (here having the meaning of ‘I’)
decided to put some Warriors on the table so we’ll start with a brood of 5 and
a brood of 6, both with Deathspitters and Rending Claws (I would love to put
Toxin sacs on them as well to help rending murderize people, but they do get
pricey at this point…). This loadout is what I would consider a decent
multi-task unit; S5 guns for forcing armor saves and glancing light armor, and
rending for dealing with heavy infantry in combat. These relatively cheap
upgrades give you the ability to approach combat on multiple terms – shoot huge
badasses with S8 CCWs like Terminators, shoot light infantry like Eldar/DE (or
the incoming deluge of Chaos Cultists), and get into assault with MEQ. Grey
Knights pose more of a dilemma; your weapons are more effective in assault
against them but with their force weapons you could stand to lose a whole squad
in a single round. But what else is new? You do have Shadows to help mitigate this risk but it’s an
undeniable and unfortunate possibility. I suppose it’s just as well none of my
regular opponents play GK. Another win for the Hive Mind.
Now, since we splurged on Warriors, we do need some more
troops. Keeping in mind the fact that Warriors can force your opponent to split
their fire in awkward ways, it behooves our conniving asses to purchase both
gribblies and big dudes. Fortunately, our troops section has both – 2 groups of
Devgaunts and the 2 Tervigons they unlock will serve these needs just fine. Of
course buying Catalyst for the Tervigons is just something you do, keep that
power and gamble Dominion on Biomancy and see what you get. This route gives us
a TON of little fellas hopping around the battlefield just as happy as clams to
step in the way of oncoming fire or to tie up a particularly dangerous unit for a turn or two, a pair of rock-hard
scoring MC’s passing out FNP to whoever needs it most, and two blocks of mean
medium sized creatures who can leverage themselves wherever they can do the
most damage. Me likey.
Now, with the rest of the points, there are a couple of
routes you could take. Hive Guard are popular favorites for mauling vehicles
and scaring people and Ymgarls will always have a special place in my heart, but I
don’t own any Hive Guard models and don’t anticipate facing as much armor as in
5th, and Ymgarls don’t mesh with this list as well as they do with
my ‘Stealer Shock list (clearly). Zoanthropes are sorta fun and Venomthropes
are not bad choices either for all foot lists, but there are probably enough
Psykers/Psychic defense in this list and I think cover saves will already be
all over the place due to the multiple sizes of critters. You could also get
more medium bodies with Raveners/Shrikes or little guys with the purchase of
Gargoyles, and with some playtesting I may very well decide to give this a shot.
Putting a carpet of Rippers in front of your lines might also have its uses,
but with the sea
of Termagants you can
potentially pump out you’ll have all your tarpitting needs pretty much covered.
And these are all avenues to be explored. But you know what? I play Tyranids
because I like giant space monsters, so how about the unsubtle approach of
ramming two Trygons down your opponent’s throat? Give them Toxin Sacs, put them
in the middle, and let them om nom.
The list looks like this in its first incarnation:
Flyrant – 230
Tyranid Prime w/ Bonesword/Lashwhip, Scything Talons, and
Toxin – 105
6 Warriors w/ Deathspitters, Rending Claws – 240
5 Warriors w/ Deathspitters, Rending Claws – 200
15 Termagants w/ Devourers- 150
15 Termagants w/ Devourers – 150
Tervigon w/ Catalyst, Scything Talons – 180
Tervigon w/ Catalyst – 175
Trygon w/ Toxin – 210
Trygon w/ Toxin – 210
Comes out to a clean 1,850 points. Battle reports against Kevin forthcoming.
Yadda yadda. Comment and say mean things about this list and my parentage. And
subscribe or something. This will please Kevin and also allow to him buy more Thunderfire Cannons.
Psychic powers are all or none, can't keep one and trade another. Interesting list - should be neat to see how it fares.
ReplyDeleteYou know, I was just copy/pasting the FAQ rulings to post here and make a valiant stand for my case, but in the middle of it I realized I was wrong hahaha. The wording is different in the Tyranid FAQ, but that reflects the fact that they can have a variable number of powers, not that they can keep some and drop some. The phrase 'for each' threw me off a bit. I appreciate the scrutiny man.
ReplyDeletehow about biovores, they got a lot better..... also since every grey knight player in the world casts hammerhand before they get into combat remember when they try to force weapon you that thats illegal since they already spent thier one warp charge.....they seem to always forget this fact I have noticed
ReplyDeleteYeah, but (assuming that they're not ignorant of their own rules, or just plain cheating) if they were smart they would skip Hammerhand and save the warp charge for the force weapons. Even with Shadows in the Warp it's much easier to blow up a Trygon with a LD9 test than to hope you roll 6 fives to-wound haha. And Biovores just shoot one S4 AP4 template, not D3 like the Harpy. You can take up to three in a single brood though, which is probably what I was thinking.
ReplyDelete