Post by commandersasha on Mar 5, 2016 21:59:42 GMT
Hi everyone, I used to be on here a lot, you may remember either my avatar, or the fact that I played Skaven counts-as-Tyranids.
I built my horde during 5th edition, triggered by the new WHFB Skaven codex (I don't play fantasy), and the Doomwheel in particular. Who wouldn't want a magical hamster wheel with axle scythes?!
After amassing about 2,500pts of lovingly crafted and modified Skaven on round bases to create a Skaven-counts-as-Tyranids army, 6th edition and the new codex really spanked my lists, and the slew of new MCs forced my Skavenids on to the shelf.
A few aspects of the way GW worked, and the abusive way I felt it treated its fanbase, made me vote with my wallet: not so much a ragequit, as a "walk away, find something new". I did: Malifaux, X-Wing, and board games.
I returned to 7th with Dark Eldar, and I have had a very enjoyable year: a new gaming club with my preferred level of competitiveness, and a proxy army of lovely French models from Raging Heroes to count-as DEldar. The introduction of Maelstrom missions appeal to my chaotic, cinematic, and hopelessly untactical playstyle!
The recent developments with GW and what seem to be changes in their approach have attracted me back to the shop, and the forthcoming Cult has really whetted my appetite: the prospect of a load of Wererats, ratty mutants, and subservient humans with a cheese fetish is too exciting!
I picked up the Tyranid codex today, and have *cough cough* seen the Leviathan dataslates, and am ready to start dusting off models.
Please can you help?!
A couple of questions:
1) I prefer a mixed, all-comers list as opposed to specific anti-opponent building; my DE are MSU, penknife load-outs rather than specialists, as I only play Maelstrom, and with friendly/narrative more important than optimised/winning. With that in mind, are Tyranids a viable army for run-around point scoring, or do they play more as "stomp your opponent, or lose"?
2) With a large proxy army, infantry are the easy conversions; creating war engines and transports to represent MCs is the tricky part (I take WYSIWYG very seriously, my Screaming Bell Wagon is the same size as its Tervigon equivalent, my catapults as dakkafexen etc).
Can Tyranids play troop-heavy with any success? The impression I got from forums after the 6th codex and BRB came out and new MCs were released were that troops were next to useless, the only way to play was twin Flyrant, loads of HS gunline MCs, and various 'Crines up the front.
3) I loved my Genestealers (Storm Vermin), and the idea of a Vermincult, using the rumoured Genestealer Cult rules sounds like a lot of wonderful conversion and painting challenges. Are Genies viable at the moment? When 6th started, I cried at how weak they had become! My DE Wyches, being assault-only, are next to useless.
Though I wouldn't be so crass as to ask for a list, here are the models I currently have; regarding biomorphs, they are much more subject to the choices I write down than the models themselves; all my shooty Tyranids are represented by rats with weapons that look projectile or magic zappers; all my combat 'Nids have daggers, flails etc.
What are your views on how 'Nids play at the moment? Are they fun or hard work? Are there must- and never-includes?
My list of models is:
1 Walkrant
1 Flyrant
1 Hive guard
4 Zoeanthropes (plus one character/Doom of Malantai)
10 Ymgarls
20 Genestealers, plus a broodlord
50 Termagants (3 groupings)
20 Hormagants
20 Gargoyles
1 Harpy
3 Shrikes
6 Raveners
3 Biovores
1 Dakkafex
Years ago I wrote a long blog article about how and why I built my proxy army, with loads of photos attached, but it got lost in a Proboards hardware update. Should you be interested, the photobucket album they were drawn from is Here
It's great to be back and see some familiar faces (well, avatars and names!); here's hoping the Skavenids get a rebirth in 2016!
Thanks for listening, Sasha xx
I built my horde during 5th edition, triggered by the new WHFB Skaven codex (I don't play fantasy), and the Doomwheel in particular. Who wouldn't want a magical hamster wheel with axle scythes?!
After amassing about 2,500pts of lovingly crafted and modified Skaven on round bases to create a Skaven-counts-as-Tyranids army, 6th edition and the new codex really spanked my lists, and the slew of new MCs forced my Skavenids on to the shelf.
A few aspects of the way GW worked, and the abusive way I felt it treated its fanbase, made me vote with my wallet: not so much a ragequit, as a "walk away, find something new". I did: Malifaux, X-Wing, and board games.
I returned to 7th with Dark Eldar, and I have had a very enjoyable year: a new gaming club with my preferred level of competitiveness, and a proxy army of lovely French models from Raging Heroes to count-as DEldar. The introduction of Maelstrom missions appeal to my chaotic, cinematic, and hopelessly untactical playstyle!
The recent developments with GW and what seem to be changes in their approach have attracted me back to the shop, and the forthcoming Cult has really whetted my appetite: the prospect of a load of Wererats, ratty mutants, and subservient humans with a cheese fetish is too exciting!
I picked up the Tyranid codex today, and have *cough cough* seen the Leviathan dataslates, and am ready to start dusting off models.
Please can you help?!
A couple of questions:
1) I prefer a mixed, all-comers list as opposed to specific anti-opponent building; my DE are MSU, penknife load-outs rather than specialists, as I only play Maelstrom, and with friendly/narrative more important than optimised/winning. With that in mind, are Tyranids a viable army for run-around point scoring, or do they play more as "stomp your opponent, or lose"?
2) With a large proxy army, infantry are the easy conversions; creating war engines and transports to represent MCs is the tricky part (I take WYSIWYG very seriously, my Screaming Bell Wagon is the same size as its Tervigon equivalent, my catapults as dakkafexen etc).
Can Tyranids play troop-heavy with any success? The impression I got from forums after the 6th codex and BRB came out and new MCs were released were that troops were next to useless, the only way to play was twin Flyrant, loads of HS gunline MCs, and various 'Crines up the front.
3) I loved my Genestealers (Storm Vermin), and the idea of a Vermincult, using the rumoured Genestealer Cult rules sounds like a lot of wonderful conversion and painting challenges. Are Genies viable at the moment? When 6th started, I cried at how weak they had become! My DE Wyches, being assault-only, are next to useless.
Though I wouldn't be so crass as to ask for a list, here are the models I currently have; regarding biomorphs, they are much more subject to the choices I write down than the models themselves; all my shooty Tyranids are represented by rats with weapons that look projectile or magic zappers; all my combat 'Nids have daggers, flails etc.
What are your views on how 'Nids play at the moment? Are they fun or hard work? Are there must- and never-includes?
My list of models is:
1 Walkrant
1 Flyrant
1 Hive guard
4 Zoeanthropes (plus one character/Doom of Malantai)
10 Ymgarls
20 Genestealers, plus a broodlord
50 Termagants (3 groupings)
20 Hormagants
20 Gargoyles
1 Harpy
3 Shrikes
6 Raveners
3 Biovores
1 Dakkafex
Years ago I wrote a long blog article about how and why I built my proxy army, with loads of photos attached, but it got lost in a Proboards hardware update. Should you be interested, the photobucket album they were drawn from is Here
It's great to be back and see some familiar faces (well, avatars and names!); here's hoping the Skavenids get a rebirth in 2016!
Thanks for listening, Sasha xx