This past
weekend my Tyranids took to the field for the first and second times.
They did so closely supported by a Patrol Detachment of Genestealer
Cults to make up the numbers (and who I had also never used before).
The first game was against my friend Matt's Death Guard and the
second against Tom's Imperial Guard. I lost both games but lessons
were learnt.
For a start,
I need more small things. The list I used included a unit of twenty
Termagants, two units of ten Genestealers and a unit of ten
Gargoyles. The Termagants did reasonably well in both games. I wasn't
previously planning on using them as a deployed unit, the models I've
been painting were originally planned as just something for my
Tervigon to spit out and I didn't think the Tervigon would be much
use with only a pool of twenty to generate. Contrary to my
expectation they performed marvelously so it looks like I'll be
trawling eBay for more of the cheap little fellows so I can have a
unit to set up and plenty for
the Tervigon to spit out.
The
Genestealers did very well against the Death Guard, finally
destroying my eternal nemesis the Blightlord Terminators and even
took his Lord Of Contagion down to one wound (a personal best) before
I got tabled. Obviously, against Guard they were shot to pieces and
of the twenty only three made their contact with the enemy. I have
plenty of spare Genestealers thanks to Tom donating an old and long
unused Tyranids army to the project so fifteen man (insect) units are
definitely something I'm going to work on.
Similarly,
taking Neophyte Hyrbids at maximum unit strength would both help
them survive and give me more shotguns. The two heavy weapons and two
special weapons slots are nice but in a ten man unit you do start
taking them off rather quickly. Plus, with only a Patrol Detachment
to fill (I don't see the Cults running to a complete army in the near
future) a large unit is preferable to two small ones.
I
like having lots of psykers! In the army I had a Hive Tyrant, a
Neurothrope and a Genestealer Magos. Usually I confine myself to a
single psyker but between what I had to hand and the fact its a
pretty common character rule in the army I ended up with the ability
to manifest five powers and deny three.
I
really need to remember that Shadow In The Warp
is a rule that exists, however.
Less
of a lesson learnt and more a lesson I already knew but had not power
to exploit: I need to get burrowing units to exploit the Hive Fleet
Jormungandr command stratagem that allows me to set up Infantry unit
in their tunnels. That said, I would have lost the game against Tom
one hell of a lot sooner if not for the enhanced cover saves from
Hive Fleet Jormungandr's inate ability.
I
love my Venomthropes but they don't love me. I need to put some real
thought into how to best exploit them. They are not really combat
bio-forms, I am beginning to feel. Rather than charging them in I need
to work out how to best exploit their short range Toxic
Miasma and Toxic
Lashes abilities. My instinct,
especially with an army like this, is to rush headlong into combat.
An effective tactic against the Death Guard, to be sure, as it
neuters their heavy firepower but Imperial Guard have a hell of a lot
more guns and lose a lot less Ballistic Skill when firing Overwatch.
I may start looking into some of the Heavy Support bio-forms but that
will be after experimenting with the burrowers. Tom is very good at
managing his backfield to minimise the places I can deep strike into.
Lictors
are fantastic. I have to remember I have one in reserve and they are
a bit of a glass cannon but they are fantastic character assassins
which is what they were always intended to be.
As
to the Genestealer Cults: what I took was pretty much just to paper
over gaps in the main detachment. I had no Tyranids Heavy Support so
Matt lent me a couple of Leman Russ and an Armoured Sentinel.
There's no way I can describe two Leman Russ as a bad power level
investment but I feel they'd work better in synergy with more Cults
infantry. As it was they were useful but pretty much fighting their
own battle separate from the rest of my army.
My
Metamorph Hybrids didn't make it to combat in either game and I'm
obscurely glad, to be honest. They have so many weapons options and I
have no idea what half of them did. I need to have a sit down with
the Cults list and properly learn at least some of the basic weapons
do for this army.
I
love the webber, by the way, which is worth its weight in gold
against Plague Marines. Rolling to wound against Strength instead of
Toughness is fantastically useful.
Imperial
Guard shooting is my nemesis now, which is fine because its meant to
be, and I really need to work on neutralising that advantage.
Whatever
else I might have learnt (or not) from these games I've learnt that I
really enjoy playing Tyranids. The Cults I am less sold on but I
admit the spread of units I took for the Patrol Detachment wasn't the
best combination or particularly representative of the army's main
tactics. The Tyranids are fast and vicious when they get into close
combat which is my favourite phase of the game. I need to concentrate
a little more on shooting just to keep the enemy busy in the turns
before I start clashing them up with talons and claws but I feel I am
starting to get a handle on things.
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