Showing posts with label tyranids. Show all posts
Showing posts with label tyranids. Show all posts

Wednesday, March 11, 2026

Tyranid Infestation Part 2/2: Smaller Pieces

The second and final part of the duology of painting the Killzone expansion: Tyranid Infestation is today looking at the smaller pieces of terrain. These are markedly different from the towers that I showed yesterday in the basic sense of the vertical nature of the towers is wholly missing, and there's a bit more red flesh showing through on many of the parts.  

That said, I followed the same approach here overall. My goal was to give the lower parts a darker colour with the uppermost surfaces being lighter and drybrushed with eldar flesh. This has worked throughout, except for the tree-like vine (middle left) which retains the "notch" approach used on the towers, but obviously going much more horizontal here. 

The reds are taken up with the surfaces of the lower two elements in good quantity, and also the brain-like structure at the top left. Blood for the blood god has again been applied selectively to give a slick and immediate look to some parts of these elements. 

I wasn't a fan of the spike tower at the top right - glueing that together and painting it was an exercise in trying to not stab myself. But now that's its done, I can at least appreciate the look of it.

These pieces really complement the towers in a good way and provide items that some models can just about see over the top of, but will provide cover for almost every infantry sized model standing behind them. Best not to poke them too hard if you ask me though, I think they might retaliate, or there's probably something living inside them still!

 

Tuesday, March 10, 2026

Tyranid Infestation Part 1/2: Towers

I bought the killzone expansion for the Tyranid Infestation terrain. And I am very pleased with this purchase indeed. These pieces are really rather fabulous. Not only are they nicely detailed, but they glue together superbly well and can be arranged on the gaming table to excellent effect. 

The first batch of terrain that I painted up was the towers. These only have a few parts to them each (and the tallest twin towers sits on another piece of the terrain on its own). 



The painting here is straight forward in some regards. The undercoat is corax white. I've then applied two base coats, both using contrast paints in red and stone coloured. 

The the stony colouring, I've gone back into the recesses with a much darker contrast paint set to give them a gradient. Every notch starts out dark and works its way brighter as the eye takes you upward. This creates a very organic look to the terrain and makes it look evolved over centuries rather than quickly during a tyranid invasion. I've also applied some dry brushing in eldar flesh to the upper most surfaces and upper notches to really make the contrast as strong as possible.

The reds are supposed to be a bit fleshier in places. As well as the contrast paint, I've worked darker reds and blacks into the recesses, some dry brushing of lighter reds, and selective application of blood for the blood god to give it a subtle slick look. 

Overall this produces the desired result: terrain that doesn't look overtly "tyranid" in some regards and would look entirely in place on a desert planet for instance. Or maybe Murder. With the Megarachnids that proved to almost doom the Blood Angels, Emperor's Children, and Sons of Horus. At least that's where I'm going with this particular terrain in the back of my mind.

Friday, October 7, 2016

Warhammer World: Tyranid Cabinets

A downselection of a few of the tyranid cabinets at Warhammer World this evening. I really like the sheer number of the smaller beasts all packed closer together, just like the hive mind intended from the outset! The colouring of the purple brains is also really appealing to me for some reason. I'm not going to dwell on that thought too much though, its probably not healthy! 




Sunday, September 18, 2016

Genestealer Cult Codex Excitement!

Seriously? A genestealer cult codex?

You know, I would not quite have believed it unless it was Games Workshop themselves announcing it. But: it was Games Workshop themselves! Horrah! I'm stoked!

As my very ultra long term readers might know, I harbour a love for the genestealer cult army, having had a range of figures from my earliest days in the hobby. I guess I got hooked on Space Hulk, that later turned in to the Deathwing expansion that included all the hybrid models. And I still really love them. Even if they don't come with a cult limo, I'm still very likely to purchase the new codex to be honest!

And to demonstrate just how far I travelled down the genestealer cult road ... here's a little conversion that I created many years ago -- its of a genestealer-ork hybrid model! I'm still fond of this idea personally, but can certainly see that its not the most common kind of xenos that one expects! (Yet it certainly was in the earlier publications; or at least hinted at within them that such hybrids could be created; along with Khorne worshipping orks!).

Friday, March 11, 2016

Warhammer World: Eldar vs Tyranids

In this epic diorama at Warhammer World, we see a large ensemble of Tyranid organisms invading an Eldar protected planet. There's so much to this diorama that its tough to talk through it all. In no particular order, I really liked the glowing yellow / red of the lava, the flying tyranid and Eldar battles in the skies, the drop pods from the hive mind, the Eldar war machines and titans marching to war and the way that the smaller organisms are cautiously winding along the narrow ledges to avoid falling in to the lava itself! Take a look and see what you can observe amongst all this goodness!










Friday, February 26, 2016

Warhammer World: Space Wolves vs Tyranids


This is an exhibit from the Imperial section of the Warhammer World displays. It features the Space Wolves chapter facing off an invasion of Tyranids across a frozen diorama. The images have some nice gems inside them, including modelling of icicles, as well as the Tyranid hanging off the tall spire at the back! I lingered on this exhibit for a long time, and came back to it repeatedly, each time, able to see and pick out more details of the ongoing battle that was unfolding around various focal points. A truly exquisite diorama that is up there with the Isstvan V diorama for me.





Saturday, October 10, 2015

Tyranid Gaunt Prime Conversion

In a break and distraction from my usual pace, today I decided to mock up a "Gaunt Prime" miniature. This is a conversion featuring the standard Tyranid Gaunt body, combined with Carnifex claws to create something that looks very fearsome. 


The claws double up as not only a deadly close combat tool, but also a very rapid form of locomotion for the Gaunt to propel itself forward. I'll base it by pinning the downward pointing claw arm to a base to create a dynamic feeling for this miniature. No idea how I'll paint it just yet, this was just a simple conversion that I enjoyed doing, so thought I'd share it!

Saturday, January 4, 2014

New Tyranids

The new welcome addition to the 6th edition of 40k is the Tyranids; available on pre-order as of today. Clearly there are many new miniatures and rules to be digested on the tyranids in the coming weeks. I don't want to add to the rumour mill myself at this stage - I'll content myself to read the rules when they're fully available.

Instead, I wanted to comment on the new miniature range available and what appeals to me about them. I'm going to start with the Haruspex/Exocrine. The Haruspex in a narrative manner is the large-scale equivalent to a ripper. Built to consume, this guy's maw is absolutely incredible! I love the detail in the maw and think it would be terrific to paint up in a green Nurglesque colour in a wicked daemon prince conversion. The Exocrine feels like a greater biovore in many ways. A living plasma cannon in some ways, and not too appealing to me.

The Harpy/Hive Crone is the second wonderful kit that has come out of this release. With a massive, glorious pair of wings, there is a lot to like about this kit.  The Harpy has a nice looking head coupled with a twin liked set of weapons. The overall impression is one of a sleek hunter, which to my mind works very well indeed.  The Hive Crone on the other hind looks interesting with the underwing creatures and the narrative of physically wrestling other aircraft out of the skies. Those underwing creatures (what are they called?) I think would look great on their own circular base (as perhaps an alternate ripper swarm?).

The other new miniatures (tyranid warriors and hive guards) also make great updates - but I'm less excited about them compared to the previous two kits. That said, the fact that most (all?) of the weapon options are present is excellent.

I look forward to seeing some new lists based on the new tyranid codex and some beautiful paint jobs across the blogosphere.

Thursday, June 28, 2012

6th ed. Allies: Not Before The Apocalypse!


There are some armies in 6th edition 40k that won't ally "Not Before The Apocalypse". Most notably, tyranids cannot ally with any other force in 40k.  There are also other combinations (daemons and grey knights -- what? no heretic inquisitors?), but tyranids seem to have been singled out as the only army without any ally options.  In some regards that isn't a surprise.


BUT.... if we're playing an apocalypse game, I'm allowed tyranid allies, right?! 

 *evil smile*

Sunday, May 13, 2012

Genestealer with Feeder Tendrils

In common with other tyranid organisms, genestealers can exhibit a wide variety of adaptations and mutations.  In that regard, tyranids appeal to me as much as chaos does.  One of the more common adaptations are the feeder tendrils (as the old tyranid codex labelled them).  In the new tyranid codex, they do not serve any in-game purpose other than perhaps marking out Ymgral genestealers, but they can certainly add a degree of uniquness to a brood of genestealers that otherwise look similar.

The image is one of a batch of genestealers that I'm preparing to model and paint up for our continuing Wasp Campaign.  In that campaign, we're using *liberal* allies.  And since the old genestealer patriarch from rogue trader days sat on a throne with a chaos symbol on it, I thought "why not?". 

So, the only question remaining is what colour scheme should chaos-aligned tyranids be painted in?  What hive fleet might ally itself with a dark power? 

Sunday, April 29, 2012

Planning a New Gaming Table

The starting point for a new gaming table is imaged below.  I have a number of basic ingredients that I intend to mix together to produce the final product:

(1) Two MDF boards that together measure 6'x4'.
(2) A slew of craters from Games Workshop.
(3) Some tyranid bits and pieces (notably the bits from the genestealers sprue).
(4) Assorted other bits, including dinosaur bones, plastic (styrene) sheets, and craft tiles.

The goal here is to create a Martian-like surface with some signs of activity a while ago.  Perhaps a planet that was sucked dry by the tyranids.  Perhaps a failed colonization.  Or simply an airless rock.  I intend to glue the craters and genestealer sprue bits to the surface, and then use polyfilla (or similar) to create a more sandy appearance.  For the dinosaur bones, I may not include them with the board, but instead create some scatter terrain from them.


Saturday, March 17, 2012

Wargames Gallery: Imperial Fists Advance

Tracking across a heartless Tyranid infested landscape, the Imperial Fists approach the chaos-held bastions.

I liked the paint scheme of these vehicles very much.  Not only is yellow a tough colour to work with, but the attention to detail on these vehicles is awesome.  Check out the battle damage in particular, as well as the muddy shading on the lower regions.

Tuesday, March 6, 2012

Tyranids from Galactic Cannibalism?

Theoretical: The space between galaxies is expanding according to Hubble's Law. But more than that, the expansion rate is accelerating. Hence the distance that you think you need to traverse to get to another galaxy now will be even larger in the future.

Hypothesis: Codex: Tyranids suggests that the Great Devourer came from the voids between galaxies.  i.e. they have traversed this great distance.  Whilst not impossible in a physical sense (i.e. they'd take less than the age of the Universe to do so), it is probable that they came from only the nearest galaxies if this is true.  Hence it may be physically difficult to accept that the tyranids are attacking the Milky Way from multiple angles (out of the plane of the Milky Way's disk, and along the plane) as that would suggest multiple tyranid origins (i.e. they're come at us from different galaxies on opposite sides of the Milky Way).  So, I'd like to propose a new hypothesis: tyranids come from Galactic Cannibalism.  We know that the Milky Way is gobbling up the Large and Small Magellanic clouds as well as the Sagittarius Dwarf galaxy. Hence I'd like to propose that the tyranids originated in one of those gobbled up galaxies.  This solves the issue of the tyranids coming at us from multiple directions with grace -- the destruction of their original galaxies would sling shot those original stars throughout the Milky Way with ease. And Occam's razor suggests it is the better (simpler!) explanation :)

Saturday, February 25, 2012

New miniatures: Tervigons, Swarm Lord, Thunder Wolves ...

Games workshop has announced the release of their new miniatures available for advance order.  These include the tervigon, the swarmlord and thunder wolves in plastic form; alongside other finecast products.

In the case of the swarmlord / hive tyrant, the set includes plastic wings.  Cool!

Monday, October 11, 2010

Battle Report: Chaos Space Marines vs. Tyranids (200 points / Kill Zone)

To help promote the Kill Zone rules, this post is a mini battle report on a small band of chaos space marines against a bunch of genestealers. My list cheated slightly: I had (unknowingly) one too many 2+ save models (doh). (Sorry Jim, I clearly didn't read the rules closely enough!).

My Chaos Space Marine team consisted of:
3 Chaos Terminators, 1 combi-melta (95 points) (team leader has the combi melta)
5 Khorne Berzerkers (105 points)

Meanwhile, the opposing tyranids were:
10 genestealers, with 1 broodlord (200 points) (team leader is the broodlord)

We stopped short of having any of the optional upgrades, but the genestealers could have done swift as the wind.

The set-up was a small area, littered with craters and small rubble piles (difficult terrain). I think the set-up will favour my marines since it'll leave the genestealers with precious little cover. The mission is 1.4 (extreme prejudice).

Turn 1.
I bunch my terminators up together and head toward the nearest crater. The shoot and kill two genestealers straight away, despite a cover save. Those twin linked bolters are good, even if they're not storm bolters. The khorne berzerkers, I keep a bit looser and allow them to prowl as lone wolves. They move up on the genestealers but fail to kill any. In return, the genestealers oblige by moving closer and then running even closer.

Turn 2.
Another dead genestealer to my terminators reduces their number to 7, plus the broodlord. One berzerker manages to get in combat with a genestealer but is promptly slain on their sharp claws. Three genestealers charge two more berzerkers. One berzerker dies, but two genestealers also perish.

Turn 3.
Two berzerkers charge the broodlord and kill it. One more berzerker dies in exchange though. The terminators take down a further genestealer, but can't manage a "kill zone" since the unengaged genestealers are spread too far apart. A further berzerker perishes to a genestealer.

Turn 4.
This is the genestealers turn of glory. Taking the initiative and using the reactive assault rule, they wipe out the remaining berzerkers and move toward the terminators in their crater.

Turn 5.
My terminators reduce the genestealers down to four in number (pictured). The genestealers then charge. One dead terminator and two dead genestealers.

Turn 6.
The remaining pair of terminators finally manage to break the genestealers and they rout. As they run, they viciously gun them down. ++ Victory to the forces of chaos. But only just. It was a narrow match!

Finally.
Next time, we're going to look more closely at some of the flavour options! Swift as the wind and armoured might look cool. I'm also going to work toward having a sons of malice kill team that can double up as chaos chosen & terminators in a standard game.

Thursday, February 4, 2010

Tyranid scenery from the New Codex

So, I've been having a closer look at some of the pictures in the new Tyranid codex. In particular, I've been looking at some of the towers / spires -- the ones with the teeth sticking out of them. If you inspect them closely enough, it becomes apparent that they're all the same cast with all the intiricate details being exactly the same on each of them.

To be specific: I'm suggesting that they're all from the same mould / production process; just painted a little bit differently and photographed with different light conditions / directions. On the back page of the codex, I count at least 10 of theses toothed monstrosities reaching for the sky. Hence they've been mass produced prior to the release of the codex.

I'm wondering if these gems are going to be released by Games Workshop at some point in the future, in much the same way that we saw the fortress of redemption released? Has anyone seen them anywhere else? Just a random thought :)

Tuesday, January 26, 2010

Glamour of Tzeentch and the New Tyranid Codex

I'm a little behind everyone else, but I finally got the new tyranid codex this week. One thing that I immediately thought about when reading all about the new swarm was "How are my daemon and chaos marine armies going to go about tackling them". Although my answer to this question is going to be a work in progress for some time, I did have one quick thought about daemons.

In short: does the Changeling still work? I've written about the Changeling facing off against Tyranids about a year ago; but obviously under the old codex. But just to recap: this squad upgrade can force other units to take a leadership test which if failed, can cause the opposing unit to fire at their own squads. As I read the new tyrandid rules, I believe that this tactic is still valid. Hormagaunts: prepare to be glamour'd by Tzeentch! With a leadership value of 6, they make ideal targets in the Tyranid army for the Changeling to target. Gargoyles, biovores and pyrovores all have similarly low leadership.

But my new aim is to find a Tyrannofex to use the glamour against...
Or maybe even build a flying swarm army ... I really like the plastic gargoyle models!

Thursday, January 21, 2010

Poll Open for the January Army List Challenge

There are three army lists to choose between this month: Heinz' Ultramarines, Suneokun's Guard, and Farmpunk's Sisters. This month, the theme of the army list challenge was to design a list capable of taking on a tyranid horde in a standard battle (Capture and Control with Table Quarters set-up). But the horde was not the normal one: it consisted of lots and lots of flying tyranids (gargoyles, flying tyrants, and so on).

Which of the three lists do you consider to be the most effective army list that also best articulates the theme? The poll is open! Results will be tallied and posted on 28th/Jan.

Here's the lists:

(1) Heinz.
Landing on a Tyranid infested planet to delay the inevitable and retrieve artifacts? Who else but the Emperors finest for such a task! And if it's going the be the Emperor's finest; Who else but the Ultramarines!!

The Ultramarines Special Character Army!

Sicarius

Sternguard Squad (8)
Power Fist, Combi-Flamer, Drop Pod

Tactical Squad 1
Power Fist, Combi-Flamer, Flamer, Missile Launcher, Counter Attack, Drop Pod

Tactical Squad 2
Combi-Plasma, Plasma Gun, Plasma Cannon, Rhino

Scout Squad (10)
Tellion, Heavy Bolter

Vindicator
Chronus, Siege Shield

Whirlwind

Whirlwind

Total 1500pts.


Upon reaching the planet, Sicarius deploys Tellion and his scouts right away to confirm the location of the artifacts and scout out the digestion pool. Fortunately or not, they are both close by! Tellion regroups his scouts back to the ruins where the artifacts are hidden.

Meanwhile, under the command of Chronus, a defensive armoury consisting of a Vindicator, 2 Whirlwinds and the Second Tactical Squad in Rhino was prepped and deployed in two thunderbird transporters right after the scouts to secure the artifacts.

Once word reached Sicarius from Tellion that the digestion pool was so close to the artifact, Sicarus wasted no time ordering an immediate strike after a brief glance at the tactical map; deploying himself with the First Tactical Squad via drop pod to land just as Chronus' detachment started bombarding the digestion pool. The Sternguard Squad would be deployed from reserve to pump rapid fire hellfire rounds into the flying Tyrant spotted in the area.

Well... At least that's how I envisioned it in my head...

Sicarius drop pods next to a forward brood of gargoyles and burns them with the dual flame templates. The drop pod will provide valuable cover for the Vindicator. Sicarius and the squad should be mostly okay considering the the support from 2 Whirlwinds, a Vindicator and Tellion's full sniper Scout squad. It's just a simple case of blast & blast away.

The second Tactical squad's role is be a mobile plasma pillbox to target TMC and other 2+ nids. It's also the only mobile scoring unit depending on which objective requires more scoring units.

The Sternguard land next to the flying Tyrant and just pump hellfire rounds into it. It's got to fail some saves. The Power Fist will finish it off.

Some odd justifications
- Use of expensive special characters mean I had to multiply my firepower by using as many large blast weapons, blast weapons and templates as possible.
- Siege shield to brush aside the lush flora and fauna that first drew the Tyranids
- Chronus because he keeps shooting that lovely demoliser cannon until weapon destroyed or wrecked.
- Missile Launcher on the first Tactical squad because it's the classic counterpart to the flamer.
- Combi-Flamer on the Sternguard incase they need to drop next to a brood of gargoyles.


(2) Suneokun
When facing flying nasties the key to victory is speed and firepower. It also helps if your whole army comes in a nicely armoured shell!

Option #1: Flight of the Mad Brigade

Primaris Psyker #1 70
Primaris Psyker #2 70

Sly Marbo 65

Veterans #1: shotguns, 1 Grenade Launcher and 2 Melta Gun's, Demolitions 125
Veterans #2: shotguns, 3 Melta Gun's, Demolitions 130
Veterans #3: shotguns, 3 Melta Gun's, Demolitions 130
Veterans #4: shotguns, 3 Melta Gun's, Demolitions 130

6 x Valkyries with Rocket Pods: 780

Tactics: this list is designed to out dogfight the horde. It starts on the board and immediately lights up any larger creatures (Flying Warriors for example) with S6 dakka. Once the badguys have closed then the Valks revert to a 12" move and 6 rocketpods a turn to keep the hivemind away. Marbo's your 'ace in the hole', giving you an anti lictor or Warrior killer option with his Demo pack. The melta's may look out of place, but they're actually 'sacrifice' units for killing Warriors and MC's... I think these guys would give a good game, but my option 2 is the 'meat and potatoes'...

Option #2: Come and get me...

Primaris Psyker #1 70
Primaris Psyker #2 70

Sly Marbo 65

Infantry HQ #1 with heavy flamer and 3 flamers, in Chimera with extra armour, heavy stubber and heavy flamer 145
Squad #1: Flamer in Chug as above: 135
Squad #2: Flamer in Chug as above: 135

Infantry HQ #2 with heavy flamer and 3 flamers, in Chimera with extra armour, heavy stubber and heavy flamer 145
Squad #1: Flamer in Chug as above: 135
Squad #2: Flamer in Chug as above: 135

3 x Hellhounds (separate) with heavy bolter and extra armour.

This lot are designed to take the first punch. The Multilasers, Primaris Psykers and Heavy bolters bring S6 death to any warriors on the board. This gives them a potential 'protection zone', as the gargoyles struggle to close without synapse.

The tank take a shooting/charge and then smack the nids with tank shock and apply multiple flamer death.

Each command Chug can pump out 2 Heavy flamer and 3 flamer shots (and a las pistol too - woop!) each squad chug can offer a flamer and a heavy flamer. The primaris psykers go dark on the lead chugs (Nightshroud), forcing lots of low level leadership nids to 'try' to shoot them.

As above, Marbo's the ace in the hole. Killing Warriors when he arrives.


(3) Farmpunk.
ok, so here I go to take a crak at the newest codex using one of the older codexes. I ACTUALLY get to use some of the WitchHunter's toys for this one. primarially, I'm going with a nasty one:
Blessed Ammo.
What's that? ah. psychic charged bullets that ignore cover. so here goes:

HQ:
Ordo Hereticus Inquisitor Lord (Bolt pistol, CCW, Psychic Hood, Psi-tracker, #Hammer of the Witches) (159pts)
2 Hbolter Servitors
1 penitent

The old school psychic hood works against any psychic power on the board, the Psi-tracker lets any unit in the force re-roll one to-hit roll vs a psyker, or psyker attached to it (probably will go to an exorcist shot).
Hammer of the Witches psychic power makes D6 psykers take Ld tests, or suffer a Perils of the warp.
The Penitent gives the squad 4+ save to psychic attacks directed against them, or that they are in the area of effect. if the save is made, the power is nullified.

Elites:
Celestian squad (3 bolters, 2 meltaguns)
Immolator (twin-linked Hflamer, that can move 12" and fire)(E. Armor) (158pts)

Celestian Squad (3 bolters, 2 meltaguns)
Immolator (twin linked Hflamer) (E. Armor) (158pts)

Troops:
Sisters of Battle Squad (7bolters, Hflamer, Flamer)
Veteran Sister Superior (bolter, book of St. Lucius)
Rhino (E. Armor, Pintle mounted Storm bolter, Blessed Ammunition) (222pts)

Sisters of Battle Squad (7bolters, Hflamer, flamer)
Veteran Sister Superior (Bolter, Book of St. Lucius)
Rhino (E. Armor, Pintle mounted Storm bolter, Blessed Ammunition) (222pts)

Sisters of Battle squad (7bolters, Hflamer, flamer)
Veteran Sister Superior (Bolter, Book of St. Lucius)
Rhino (E. Armor, Pintle mounted storm bolter, blessed Ammunition) (222pts)

Heavy Support:
Exorcist (E. Armor) (140pts)
Exorcist (E. Armor) (140pts)
Immolator (twin-linked Hbolter, Blessed Ammunition, E. Armor)


ok, all of the Celestians and Sisters have a 5+ to nullify psychic powers used against them, the inq. has a 4+.
I've brought a psychic hood to nullify psychic powers as well. Hammer of the witches is to annoy psykers, and because I don't ever use it. The psi-tracker re-roll to-hit once a turn vs. a psyker is nice as well. It should help take down the big controller bugs.

Immolators are nice since they can move 12" and still use their twin-lined Hflamers. if needed, they can move 6" and also fire the 2 meltas on the Celestians.

The Sisters Squads should be good harassment with the 4 Stormbolter shots that ignore cover from their rhinos. The Hflamer/flamer combo should be able to make a LOT of crunchy bugs.
If the rhino gets popped, the Book allows the squad, and anyone within 6" to choose to make unmodified Ld checks at the Veteran's Ld.

The Exorcists are there to Kill Monsterous Creatures. Especially lynchpin bugs, and big gun bugs. They love to see high T, 2+ armor go splat.

The Immolator with Blessed Ammo is for the Inquisitor to get in, and to gun down bigger bugs hiding in cover.

I figure that with most of the nids having 5+ armor, ignoring cover saves will be nice. I've got a lot of Hflamers with mobility, and bolters that ignore cover.

My entire force is meant to stay in their vehicles, and out of CC, unless they can deliver a devastating blow, and stay out of assault range. All of the Sororitas units are covered by 5+ nullification to psychic powers, and can all use faith. Depending on the situation, I've got 5 faith points to work with, and a good variety of ways to use it.

I should be able to make my way across the board to get the objective, and then die the glorious death of martyrs.

Thursday, January 7, 2010

January Army List Challenge

Welcome to the first Army List Challenge of 2010! This one taps in to the Tyranid feeling that abounds this month.

Overview of the Challenge
Your team has been tasked with landing on a Tyranid target planet that is in the early stages of infestation. All around, there are flying tyranids that are mobbing and killing the local fauna (i.e. gargoyles, flying hive tyrants, etc.). Soon, there will be more tyranid life forms present on this doomed world, but for now its still early days. If you can capture the Tyranid digestion pool (an objective), then you will delay the inevitable for a little while longer and enable other parts of your army to retrieve important artifacts elsewhere on the planet's surface.

The game is a standard mission: Capture and Control with a spearhead deployment (table quarters). You opposition features a tyranid list in which nearly all of the models are able to fly. That means lots of gargoyles!

Rules.
(1) Design a 1500 points army list for this mission from any codex.
(2) Post your army lists as a comment to this posting and suggest why they're well suited to this mission. In particular, specify why they'll be good at tackling a large mob of flying tyranids and well-able to capture both objectives despite the large numbers of the opposition and their ability to swoop in at the last moment.
(3) On Jan 21st 2010, I'll start a voting poll that will be open for 1 week to vote for what Warpstone Flux readers consider to be the "most effective army list that also best articulates the theme" (whatever readers interpret that to mean) out of all entrants.
(4) Winner will be tallied and announced on Jan 28th.

Remember, the real aim of these challenges is to help others design effective army lists that are both themed and effective. There are no prizes beyond honour and kudos!

Wednesday, March 18, 2009

Another Ork Tyranid Hybrid

"I waz gonna say sumfink, but last time we 'ad a fight, 'is 'eadbutt nocked out seven of me teef. I waz like skint for weeks."

--Attributed to one of the boyz who thought that the new hybrid lot were a bit un-orky.
I'm beginning to warm to the idea of ork / tyranid / genestealer hybrids! This one is a standard ork boy, with a tyranid warrior head part. They've been put together with a combination of glue and milliput (greenstuff). A very, very simple conversion all in all. Yet, somehow, very effective. The tyranid warrior's head perfectly suits the size of the ork's head and fits snugly over the top. For me, it really communicates the concept that I thought about in the original posting I made on this idea. The paint scheme follows the previous one: purple skin, with some Khorne runes here and there from plundered parts. The tyranid head was outlined in ultramarine blue and given some thin line streaks toward the rear of the the head in a grey colour. Otherwise, the painting was rather similar to the previous ork hybrid.
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