Yes they're up. Kthx to The King Elessar for the notice. :)
https://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240365a_FAQ_BloodAngels_2010.pdf
https://www.games-workshop.com/MEDIA_CustomProductCatalog/m1240364a_FAQ_Tyranids_2010.pdf
Main things:
TYRANIDS
- Doom of Malantai doesn't affect in vehicles, and gives a Cover Save (:O)
- Weapons stack in Tyranid codex
- Shadow of Warp doesn't affect Eldrad
- No more Instinctive Behavior on the turn reserves arrive
- Reserve effects no longer stack on Hive Commander but the Lictor/Swarmlord do >.>
BLOOD ANGELS
- Death Company Tycho has been CONFIRMED to not be an Independent Character. Oh joy.
- Demolisher Cannon given it's proper statline
- The transport + Descent of Angels issue is resolved (take THAT BoLS!)
Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts
Wednesday, 30 June 2010
Thursday, 10 December 2009
Ode to the Tyranid Horde
Oh Tyranids, your claws of scythe.
To rend and render all to shite.
From Kraken to Leviathan, fair.
An ode to you, adapt us you might.
Tyranids are coming in January, it was announced, and I welcome their coming. The new codex is surely a breath of fresh air in this bland current universe, which needs to be consumed and remade into a stronger bio weapon. The rules are dated and overpowered, and will certainly be Codex Seeped into a more balanced version.
But it isn't just the rules! I'm pleased that the model range is being expanded. While the Raveners are overpriced (£3 less than the Trygon for just 2 more models), the Gargoyles and Trygon are welcomed additions to the range. Add a big old Plastic Tyrant which is still in the works, and everything seems to be good for our favorite Creepers from Beyond!
So, here's to Tyranids - though you may be gribbly and mean, you certainly do force whole races to adapt to a changing universe! May the Great Devourer continue to eat everyone!
To rend and render all to shite.
From Kraken to Leviathan, fair.
An ode to you, adapt us you might.
Tyranids are coming in January, it was announced, and I welcome their coming. The new codex is surely a breath of fresh air in this bland current universe, which needs to be consumed and remade into a stronger bio weapon. The rules are dated and overpowered, and will certainly be Codex Seeped into a more balanced version.
But it isn't just the rules! I'm pleased that the model range is being expanded. While the Raveners are overpriced (£3 less than the Trygon for just 2 more models), the Gargoyles and Trygon are welcomed additions to the range. Add a big old Plastic Tyrant which is still in the works, and everything seems to be good for our favorite Creepers from Beyond!
So, here's to Tyranids - though you may be gribbly and mean, you certainly do force whole races to adapt to a changing universe! May the Great Devourer continue to eat everyone!
Saturday, 5 September 2009
Tactica: Space Hulk Survival Guide
This is the indefinite guide to how you may succeed at Space Hulk, based upon personal experience...
Play the Factors in Your Head
When playing a game of Space Hulk, there are many factors which must be considered. These are either:
- Blip Factor: What is on that blip will change your strategy, and thus you must learn to fear the blip.
- Marine Factor: A reasonable mission becomes difficult with a lack of marines, and a difficult mission becomes reasonable with a large amount of marines.
- Stealer Factor: While the Blips are one thing, Stealers are another thing entirely. Knowing your enemy means that you know far more what you need to do to overcome them. THAT'S why this is a factor
- Mission Factor: Whether it's blowing up all of the blips or destroying corrupted data in a couple of rooms, the mission will change your plans, and your plans may change the mission!
Play the Opponent, Not the Board
Let's put it simply, marines, you are here to accomplish a mission and you are here to beat your opponent. DON'T let the board play with you, and remember that open doors are usually more useful than closed ones. If you can wreck a door, wreck it. If you can kill something, kill it! You don't want to leave your opponent a single moment to regroup, so unfortunately the board has to take a load of hits to make sure of that!
Genestealer players, this is the same really. Take advantage of your board layout - for example, if you have a spawn point right next to the opponent, then you take advantage of that spawn. But if you have a spawn point next to the objective... you take advantage of that one instead. There's a hierarchy in Space Hulk - the spawns that are useful now, and the spawns which are useful later.
Play the Worst Case Scenario
In all cases, you play as if the worst case will occur. For example, play as if each blip is 3, and play as if the Space Marines will be able to destroy you at any time. In other words, never play a game halfhearted - it gets you nowhere! You need to make everything count!
Cheating is Good on the Last Turn
Remember how using more command points than you have is a bad thing that will mean you automatically lose at the end of the Genestealer next turn? Well, this is overturned if you win the game in the turn that the points are overused. This means of course that you can use unlimited amounts in a 'Last Stand' or 'Do and Die' scenario - remember and use! This may be a dirty tactic, but these are the Angels... of Death.
Tactical Manoeuvre
Use your resources wisely. For example, Stealer players, you could use those Blips of '1' to make your opponent leave somewhere guarded (for a pincer movement, I guess). You could use Blips of '3' when you know that large hordes are required. Think ahead, think about the greater campaign.
If a Storm Shield guy goes near a full hive, he's doing his job. If an Chainfist guy is going through the Blocked Door area, he's doing his job. If the Lightning Claws are not going to the opponents heart... he's not doing his job.
Life is ONLY cheap if you're a Stealer
Unlike normal games, Space Marine Terminators are not a commodity. For example, you cannot rely on unlimited ammo, especially for the Assault Cannon. You cannot rely on your opponent's hordes running out (unless the mission says so)
Then, remember that tip above... Think ahead, think about the greater campaign. That guy might not be that awesome, but if his presence would stop a Spawn Point from being activated, then he's doing his job! The sacrfice of one might be necessary, but if he saves many then his sacrfice is all well and good!
A few final tips
- Never engage a Broodlord in combat - your number one method, if forced to, is either an Assault Cannon or a Librarian IN COMBAT. Usually, your strategy is STALL, NOT ENGAGE
- Everything on a chart is vital. Memorise it to make your turn last less time
- Everything on a command chart is vital. Use Psi-Points sparingly, and use Command Points when totally necessary
- Command Points may be used in the Stealer turn, to un-jam guns or stop bad rolls, so TAKE ADVANTAGE
- Statuses are perfect. Guard makes a combat guy even harder. Overwatch makes that strongpoint even harder
- 3 Minutes is often too long for a team of more than one. Therefore, use a stopwatch! For each additional person, the timer lasts for half the duration... or 1:30 for 2, 0:45 for 3, and 0:22 for 4 or more...
~ That's a Space Hulk tactica! Soon enough there'll be some Design Studio rules for some additional races in the game, increasing the awesomeness!
Play the Factors in Your Head
When playing a game of Space Hulk, there are many factors which must be considered. These are either:
- Blip Factor: What is on that blip will change your strategy, and thus you must learn to fear the blip.
- Marine Factor: A reasonable mission becomes difficult with a lack of marines, and a difficult mission becomes reasonable with a large amount of marines.
- Stealer Factor: While the Blips are one thing, Stealers are another thing entirely. Knowing your enemy means that you know far more what you need to do to overcome them. THAT'S why this is a factor
- Mission Factor: Whether it's blowing up all of the blips or destroying corrupted data in a couple of rooms, the mission will change your plans, and your plans may change the mission!
Play the Opponent, Not the Board
Let's put it simply, marines, you are here to accomplish a mission and you are here to beat your opponent. DON'T let the board play with you, and remember that open doors are usually more useful than closed ones. If you can wreck a door, wreck it. If you can kill something, kill it! You don't want to leave your opponent a single moment to regroup, so unfortunately the board has to take a load of hits to make sure of that!
Genestealer players, this is the same really. Take advantage of your board layout - for example, if you have a spawn point right next to the opponent, then you take advantage of that spawn. But if you have a spawn point next to the objective... you take advantage of that one instead. There's a hierarchy in Space Hulk - the spawns that are useful now, and the spawns which are useful later.
Play the Worst Case Scenario
In all cases, you play as if the worst case will occur. For example, play as if each blip is 3, and play as if the Space Marines will be able to destroy you at any time. In other words, never play a game halfhearted - it gets you nowhere! You need to make everything count!
Cheating is Good on the Last Turn
Remember how using more command points than you have is a bad thing that will mean you automatically lose at the end of the Genestealer next turn? Well, this is overturned if you win the game in the turn that the points are overused. This means of course that you can use unlimited amounts in a 'Last Stand' or 'Do and Die' scenario - remember and use! This may be a dirty tactic, but these are the Angels... of Death.
Tactical Manoeuvre
Use your resources wisely. For example, Stealer players, you could use those Blips of '1' to make your opponent leave somewhere guarded (for a pincer movement, I guess). You could use Blips of '3' when you know that large hordes are required. Think ahead, think about the greater campaign.
If a Storm Shield guy goes near a full hive, he's doing his job. If an Chainfist guy is going through the Blocked Door area, he's doing his job. If the Lightning Claws are not going to the opponents heart... he's not doing his job.
Life is ONLY cheap if you're a Stealer
Unlike normal games, Space Marine Terminators are not a commodity. For example, you cannot rely on unlimited ammo, especially for the Assault Cannon. You cannot rely on your opponent's hordes running out (unless the mission says so)
Then, remember that tip above... Think ahead, think about the greater campaign. That guy might not be that awesome, but if his presence would stop a Spawn Point from being activated, then he's doing his job! The sacrfice of one might be necessary, but if he saves many then his sacrfice is all well and good!
A few final tips
- Never engage a Broodlord in combat - your number one method, if forced to, is either an Assault Cannon or a Librarian IN COMBAT. Usually, your strategy is STALL, NOT ENGAGE
- Everything on a chart is vital. Memorise it to make your turn last less time
- Everything on a command chart is vital. Use Psi-Points sparingly, and use Command Points when totally necessary
- Command Points may be used in the Stealer turn, to un-jam guns or stop bad rolls, so TAKE ADVANTAGE
- Statuses are perfect. Guard makes a combat guy even harder. Overwatch makes that strongpoint even harder
- 3 Minutes is often too long for a team of more than one. Therefore, use a stopwatch! For each additional person, the timer lasts for half the duration... or 1:30 for 2, 0:45 for 3, and 0:22 for 4 or more...
~ That's a Space Hulk tactica! Soon enough there'll be some Design Studio rules for some additional races in the game, increasing the awesomeness!
Thursday, 27 August 2009
Review: Space Hulk
Let's summarise the post already: SPACE HULK IS AWESOME!
Today, my local GW opened up their copy of the game, and let me tell you that it is easily worth it. There's a single red sprue - containing ALL of the Space Marine Terminators. That might sound like they're not detailled, but this contains 11 Terminators (including a captain and librarian). These are obviously all uniquely modelled, and even get named at the end of the Mission book
The other 3 sprues (I think) contain the Genestealers. The Objectives (the mech thing, the dead marine, and artefact) are all on one of the sprues, along with the Broodlord and some awesomely posed 'stealers. The other 2 sprues are identical, so you get a pair of genestealers bursting through the floor, for example
The mission book contains a fairly large amount of missions - these start small with small amounts of blips per turn, and then increase in awesome 'till you have to take down a Broodlord and loads more Genies
But the game? The store began by demonstrating Mission 9 - aka: get across a labyrinth of tunnels to escape. All of the marines bar the Captain (aka: Power Sword + Bolter) and 1 other terminator are involved. These are split into 3 waves, and a wave comes in each turn on a 4+ (command points may modify this). This means that the Marien player has a load of guys moving on fairly close to eachother if lucky. Game obviously ends immediately if all the marines are removed
There are 2 blips placed per turn
In my game, I was playing Tyranids with 1 other partner - who left early on, but was fairly successful with Blips thankfully =P. I was playing initially 2 people, and then they were joined by 3 more. This meant both teams didn't need much time per turn. Each controlled a wave, plus me and my Nid buddy happened to half the board (for control) and take a Blip each. I focussed on filling the lower area of the board with Stealers for the first few turns, and moving them to block off any corridors. My buddy swarmed too - aiming to rip apart the upper corridors while the Mariens were still entering. Both of us had little success at first, but the thing is that Space Hulk is a battle of time... and time is always on the Tyranid's side
Anyway, here's some highlights:
- The Thunder Hammer/Storm Shield guy was DEADLY! Literally he tore through more stealers than actually come in the box (always in groups of 10, of course) and took advantage of the Guard order and his shield (though for the first few turns of combat we did forget that the Shield only works at the front and possibly side - this meant nothing as we still failed!)
- I rolled a Triple 6 in combat against the Librarian, and he needed to use his last 4 Psi-Points to guard it. I still had an attack left over... I then promptly rolled low, and well died.
- Literally 2 dozen blips in the lower levels, all of either 2 or 3. Dammit that the marines never got there in the end!
- I guess the last one was the Assault Cannon termie. Turn 1, he has Overwatch on the guy. There's 3 blips nearby. He's facing in the right direction. Space Marine Turn 2, he turns in the other direction (expecting me to move the 3 stealers up there, instead of the blips.) I promptly use one of the blips (only 1 Stealer) to rip him apart. THE ASSAULT CANNON NEVER FIRES IN THE WHOLE GAME!!!
- The Thunder Hammer/Storm Shield guy above dying in the end to about 20 stealers going all the way to his position. He dies right next to the Dead Space Marine places there for climactic-ness.
Well, Space Hulk Review?
FIVE OUT OF FIVE AND THEN SOME!
Today, my local GW opened up their copy of the game, and let me tell you that it is easily worth it. There's a single red sprue - containing ALL of the Space Marine Terminators. That might sound like they're not detailled, but this contains 11 Terminators (including a captain and librarian). These are obviously all uniquely modelled, and even get named at the end of the Mission book
The other 3 sprues (I think) contain the Genestealers. The Objectives (the mech thing, the dead marine, and artefact) are all on one of the sprues, along with the Broodlord and some awesomely posed 'stealers. The other 2 sprues are identical, so you get a pair of genestealers bursting through the floor, for example
The mission book contains a fairly large amount of missions - these start small with small amounts of blips per turn, and then increase in awesome 'till you have to take down a Broodlord and loads more Genies
But the game? The store began by demonstrating Mission 9 - aka: get across a labyrinth of tunnels to escape. All of the marines bar the Captain (aka: Power Sword + Bolter) and 1 other terminator are involved. These are split into 3 waves, and a wave comes in each turn on a 4+ (command points may modify this). This means that the Marien player has a load of guys moving on fairly close to eachother if lucky. Game obviously ends immediately if all the marines are removed
There are 2 blips placed per turn
In my game, I was playing Tyranids with 1 other partner - who left early on, but was fairly successful with Blips thankfully =P. I was playing initially 2 people, and then they were joined by 3 more. This meant both teams didn't need much time per turn. Each controlled a wave, plus me and my Nid buddy happened to half the board (for control) and take a Blip each. I focussed on filling the lower area of the board with Stealers for the first few turns, and moving them to block off any corridors. My buddy swarmed too - aiming to rip apart the upper corridors while the Mariens were still entering. Both of us had little success at first, but the thing is that Space Hulk is a battle of time... and time is always on the Tyranid's side
Anyway, here's some highlights:
- The Thunder Hammer/Storm Shield guy was DEADLY! Literally he tore through more stealers than actually come in the box (always in groups of 10, of course) and took advantage of the Guard order and his shield (though for the first few turns of combat we did forget that the Shield only works at the front and possibly side - this meant nothing as we still failed!)
- I rolled a Triple 6 in combat against the Librarian, and he needed to use his last 4 Psi-Points to guard it. I still had an attack left over... I then promptly rolled low, and well died.
- Literally 2 dozen blips in the lower levels, all of either 2 or 3. Dammit that the marines never got there in the end!
- I guess the last one was the Assault Cannon termie. Turn 1, he has Overwatch on the guy. There's 3 blips nearby. He's facing in the right direction. Space Marine Turn 2, he turns in the other direction (expecting me to move the 3 stealers up there, instead of the blips.) I promptly use one of the blips (only 1 Stealer) to rip him apart. THE ASSAULT CANNON NEVER FIRES IN THE WHOLE GAME!!!
- The Thunder Hammer/Storm Shield guy above dying in the end to about 20 stealers going all the way to his position. He dies right next to the Dead Space Marine places there for climactic-ness.
Well, Space Hulk Review?
FIVE OUT OF FIVE AND THEN SOME!
Monday, 17 August 2009
Space Hulk is Coming!
After many months of predicting and rumours, GW has finally confirmed the release of Space Hulk.
In addition, rumours have started about March 2010 being Blood Angels.
Finally, next year apparently has September 2010 being Tyranids.
In addition, rumours have started about March 2010 being Blood Angels.
Finally, next year apparently has September 2010 being Tyranids.
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