Showing posts with label Tyranids. Show all posts
Showing posts with label Tyranids. Show all posts

Tuesday, February 17, 2026

40K Friday - 3-Day Weekend Distraction Edition

 I did make some good progress last week with the Tyranids. That's 9 Von Ryan's Leapers in the one tray and a pair of Neurotyrants and their little gribblies in the other. At this point I have a bunch of 'gants left to do and the Norn and then I am completely built ... 5000+ points of the 'Nids. Yes there are some units I do not have but I'm probably not going to push very hard to get more as I need to start painting these things. I do have a scheme mostly figured out but I need to start getting more of them going beyond a base coat of Wraithbone.

I had thought about working on more of the Guard this weekend. I try to break things up into chunks as I go so I don't burn out or get bored with what I'm doing which means I am usually working on at least two armies at any given time. This weekend though something came out of left field and bit into me hard.

That's right for some reason I went down the rabbit hole on Grey Knights. It's been a while since I posted about them here - that was 9th Edition 40K and here's where I started talking about them for 8th Edition and they have been an army here ever since those days but for some reason I took them off the shelves and put them in a box after the move and just let them sit. 

Now the distraction started while I was looking at my Iron Warriors and thinking I needed to do some updates as I have added parts and pieces the last few years but I haven't really sat down and hammered away on them. A lot of my stuff is old-school, my marines are mostly still on 25mm bases, and I haven't really finished out even the new stuff that I have added. So I was thinking I should put in some effort on them as I wrap up the Tyranids as there has been a lot of "new" for Chaos Marines recently and their rules seem to work pretty well so I should get some games in before 10th goes away - or at least modernize them a bit going in to 11th. 

While doing this I decided to make a "Conclave of Chaos" on the big table and drag out all of my other chaos stuff too - World Eaters, Death Guard, some of the daemon stuff - to see if I had things loosely assigned to one army that I could use in another. 

While doing that I had to move my Grey Knights Holding Facility (a big cardboard box) and while looking down into it I realized I had been ignoring them this entire edition and they were far more "modern" than the IW's. Well, they're at least on the right size bases. The path of distraction is insidious ...

So I made some room next to The Conclave and started sorting through my Knights of Titan and discovered things I had picked up in the last round of GK interest and never finished and some things that were - I have a painted Kaldor Draigo! Of course it turns out they took him out of the latest codex! But I have a Draigo! Also more normal powered armor guys, more termies/paladins, and more characters than I remembered. I also have 4 dreadnoughts ... not sure why I went to 4 but OK. I have an unbuilt Dreadknight which syncs up perfectly with the one new model the Grey Knights got for 10th which is an upgrade kit to more readily distinguish a Grand Master Nemesis Dreadknight from the regular Nemesis Dreadknight. 

The main thing though is that there are a couple of thousand points worth of painted GK's that just need to be sorted out. I am fixing some of their bases along the way - I painted for several hours this weekend and it was all snow base updates. They were not super-unified before but they will be now. The vehicles need more work as there are a lot of "well it's silver at least" vehicles right now but it shouldn't be terribly hard to improve on that. Right now the plan is to tune up what's done/almost done and then based on what that looks like get some of the other stuff finished. I did manage to pick up the codex for 10th and read through it and I have ordered the dreadknight upgrade sprue so I am fired up about it all. 

The downside of all this is twofold:

  • This army has not done particularly well in 10th edition and the way they work now is *significantly* different than what they did in earlier editions. They used to be the all-psychic space marine force where each squad had powers and each character had powers and I can tell you the cognitive load of running them in 8th or 9th was massive. It was challenging, it was fun, but it was the most complex army in-play that I have ever tried to run. They had potentially 5 different melee weapons in each squad, plus a choice of 3 different support weapons at 1 or 2 per squad, and then each squad could pick from at least 1 psychic power out of 6, then the characters had a different set of powers to choose from ... it was a lot. But it fit the lore!

    Fast-forward to 10th and all of that has gone away. They do still have the 3 support weapons to pick from but all of the melee options are now "Nemesis Force Weapons" and have a single statline. The psychic phase is gone and the various abilities are just pre-set per unit as a special ability if they have one at all. The psychic down-tune is a general 10th edition thing but it hit the psychic-focused armies pretty hard. The GK's signature feature now is teleporting - every unit has deep strike, they can pick some units up off of the table during the opponents turn, and there are ways to jump on and off and around the board more than any other army in the game. Hey, mobility is a huge thing in this kind of game and they have a ton of it but it is a very different thing than what they used to be. A lot of long-time Grey Knight players are not happy with this take on the force and have pulled back from playing & building and talking about Grey Knights. It's a shame but that's where a lot of people are these days.
  • Secondly there have been rumors for some time that the GKs are getting a full refresh in 11th edition - that's models, not rules. So I am diving in and building/painting/prepping a bunch of models that are going to be "obsolete" in a year or two. I will be sad to see them go because I absolutely love these things. They are just about the coolest of the firstborn era plastic marines with their awesome helmets and inscriptions and weapons and the GK color scheme just lends itself to making these things look amazing. That said they are from 5th edition, circa 2010, and a lot of that stuff is getting replaced now. They do look tiny compared to all of the primaris stuff and the new scale for marines but to me that doesn't mean they look bad - they just look small. Also, scaling has never been a strong suit for 40K, right from the start, even among the same army, so it really doesn't bother me. 

    So sure, we will see all-new models for the Grey Knights in the next few years. OK. Right now I have a pretty nice pile of the current ones, and I have rules to play them, so that's what I'm going to do. I am hoping that when the update comes they don't change the structure of the army a whole lot so that what I have will still work and I can keep playing with what I have while I contemplate if/how/when I want to upgrade to the newer stuff.

    They might not! They might turn it completely upside down! If they do, well, Blaster has been making some noise about how strong Eldar were in 5th Edition so we might have to have a retro showdown and see if they were really all that tough. 

More to come.


Friday, February 6, 2026

40k Friday: Tyranids vs. Ultramarines

 

With Boom Gun Brandon back in town last weekend we managed to get in a game of of 40K - first one of 2026! This was 2000 points of my still-being-assembled Tyranids against 2000 points of his still-being-painted Ultramarines with some assists from my Crimson Fists where he doesn't have certain units.

Now we only got in a few turns but it was a lot of fun. The forces:

The Defenders of Ultramar:

+++++++++++++++++++++++++++++++++++++++++++++++

+ FACTION KEYWORD: Imperium - Adeptus Astartes - Ultramarines

+ DETACHMENT: Blade of Ultramar (Mastered Doctrines)

+ TOTAL ARMY POINTS: 2000pts

+

+ WARLORD: Char2: Roboute Guilliman

+ ENHANCEMENT: 

+ NUMBER OF UNITS: 14

+ SECONDARY: - Bring It Down: (3x2) + (1x4) - Assassination: 5 Characters

+++++++++++++++++++++++++++++++++++++++++++++++

Char3: 1x Captain in Gravis Armour (80 pts): Master-crafted Heavy Bolt Rifle, Master-crafted Power Weapon

Char4: 1x Captain in Gravis Armour (80 pts): Master-crafted Heavy Bolt Rifle, Master-crafted Power Weapon

Char5: 1x Captain in Terminator Armour (95 pts): Storm Bolter, Relic Weapon

Char1: 1x Lieutenant Titus (70 pts): Astartes Chainsword, Heavy Bolt Pistol

Char2: 1x Roboute Guilliman (340 pts): Warlord, Hand of Dominion, The Emperor's Sword


10x Assault Intercessor Squad (150 pts)

• 1x Assault Intercessor Sergeant: Heavy Bolt Pistol, Astartes Chainsword

• 9x Assault Intercessors: 9 with Astartes Chainsword, Heavy Bolt Pistol


3x Aggressor Squad (95 pts)

• 1x Aggressor Sergeant: Twin Power Fist, Flamestorm Gauntlets

• 2x Aggressors: 2 with Twin Power Fist, Flamestorm Gauntlets

3x Aggressor Squad (95 pts)

• 1x Aggressor Sergeant: Twin Power Fist, Auto Boltstorm Gauntlets, Fragstorm grenade launcher

• 2x Aggressors: 2 with Twin Power Fist, Auto Boltstorm Gauntlets, Fragstorm grenade launcher

1x Ballistus Dreadnought (150 pts): Armoured Feet, Ballistus Lascannon, Ballistus Missile Launcher, Twin Storm Bolter

3x Bladeguard Veteran Squad (80 pts)

• 1x Bladeguard Veteran Sergeant: Master-crafted Power Weapon, Heavy Bolt Pistol

• 2x Bladeguard Veterans: 2 with Heavy Bolt Pistol, Master-crafted Power Weapon

1x Redemptor Dreadnought (195 pts): Redemptor Fist, Heavy Onslaught Gatling Cannon, Heavy Flamer, Twin Fragstorm Grenade Launcher

1x Repulsor Executioner (220 pts): Armoured Hull, Heavy Onslaught Gatling Cannon, Ironhail Heavy Stubber, Repulsor Executioner Defensive Array, Twin Heavy Bolter, Twin Icarus Ironhail Heavy Stubber, Heavy Laser Destroyer

5x Terminator Assault Squad (180 pts)

• 1x Assault Terminator Sergeant: Storm Shield, Thunder Hammer

• 4x Assault Terminator: 4 with Storm Shield, Thunder Hammer

5x Terminator Squad (170 pts)

• 1x Terminator Sergeant: Storm Bolter, Power Fist

• 4x Terminator: 4 with Power Fist, Storm Bolter

The main theme here is "things the kid thinks are cool". I say kid but I probably shouldn't since he's an actual U.S. Marine now but he is my best friend's son and all of 18 years old so ... I will probably keep doing it. 

The Terrifying Tyranids:

+++++++++++++++++++++++++++++++++++++++++++++++

+ FACTION KEYWORD: Xenos - Tyranids

+ DETACHMENT: Invasion Fleet (Hyper Adaptions)

+ TOTAL ARMY POINTS: 1995pts

+

+ WARLORD: Char2: The Swarmlord

+ ENHANCEMENT: 

+ NUMBER OF UNITS: 13

+ SECONDARY: - Bring It Down: (6x2) + (3x4) - Assassination: 4 Characters

+++++++++++++++++++++++++++++++++++++++++++++++


Char3: 1x Broodlord (80 pts): Broodlord Claws and Talons

Char1: 1x Old One Eye (150 pts): Old One Eye’s claws and talons

Char2: 1x The Swarmlord (220 pts): Warlord, Bone Sabres, Synaptic Pulse

Char4: 1x Winged Hive Tyrant (170 pts): Tyrant talons, Monstrous bonesword and lash whip


2x Carnifexes (180 pts)

  1 with Chitinous claws and teeth, Bio-plasma, Carnifex scything talons, Devourers with brainleech worms

  1 with Chitinous claws and teeth, Bio-plasma, Carnifex crushing claws, Heavy venom cannon

10x Genestealers (140 pts): 10 with Genestealers claws and talons

10x Genestealers (140 pts): 10 with Genestealers claws and talons

10x Genestealers (140 pts): 10 with Genestealers claws and talons

1x Haruspex (125 pts): Grasping tongue, Ravenous maw, Shovelling claws

1x Screamer-killer (125 pts): Bio-plasmic scream, Screamer-killer talons

1x Screamer-killer (125 pts): Bio-plasmic scream, Screamer-killer talons

1x Tyrannofex (200 pts): Powerful limbs, Stinger salvoes, Rupture cannon

1x Tyrannofex (200 pts): Powerful limbs, Stinger salvoes, Rupture cannon

The main theme here is "stuff I had close enough to ready to use" which meant none of the new warriors I built, no gargoyles, no neurotyrant ... some of these are built but weren't stuck to the base yet as I wanted to be able to spray their belly/chest. As it turned out I liked the force quite a bit. Fun stuff + some redundancy is a good approach.

Got to get the Landing Pad on the table for the first time too!

We went with Dawn of War deployment and ended up with Purge the Foe for our primary objective. That's fine, we were both looking for a straight-up fight anyway. The marines got first turn so away we went!

Well, after scout moves that is ...

He pretty much just moved up as much as he could and then took shots with his Repulsor Executioner and both dreads and managed to blow up my Haruspex before it could do anything. not bad - that's a dangerous unit.


Part of the Primary on this one beyond "Kill" and "Kill More" is "Hold One" and "Hold More" from Turn 2 onward so there is some positioning to set up future objective control here.

He also managed to gun down most of the 'Stealer unit after running the Repulsor right up on it and disembarking some intercessors. 

Need to get the right colors on that Repulsor Executioner since it keeps getting used

So he had a pretty good turn here. One big unit destroyed, another one gutted, and units in good positions.

I feel like this is a significant view ...

On my turn I attempted to move that surviving genestealer - he did pass battleshock - and he was promptly gunned down by Overwatch from the Repulsor - "defensive array" for the win!


I ran one of the screamer-killers up on the Primarch ...

 and managed to land 6 wounds before Guilliman laid him out.


That was most of the action for Turn 1 though I did manage to wipe out a squad of intercessors over on my left with another squad of genestealers led by a broodlord.


They were absolutely brutal doing something like 30-ish hits and a bunch of wounds before the big one even got involved. Revenge!

Turn 2 still moved pretty quick - objectives were seized and he shot my Tyrannofex with the Executioner's big gun but failed to kill it ...

Yes it does bother me sometimes that I have multiple painted armies and somehow I keep posting up fights with unpainted forces.

The aggressors and a gravis captain charged into my carnifexes and managed to kill one ... then the survivor and Old One Eye just destroyed them - no survivors there!

The main event this turn was that the Primarch got close enough to charge the Swarmlord - general against general! He ran the fight above first and then I interrupted for 2CP to have the Swarmlord go first here ...


The wounded primarch had no chance with the 'nid's sneaky move - the scream-k's earlier sacrifice had set our side up for a win and that's exactly what happened - G-man dropped and did not get up! It was an emotional moment.

On my turn I blew up the Repulsor and started collecting objective VPs. Things continued similarly and victory ended up going to the Tyranids as after that we had both a firepower advantage and a melee advantage. 

Anyway it was a lot of fun to get my swarm on the table for a real fight and also to see his army hit the table again for a second go. 

Friday, January 30, 2026

40K Friday: The Work Continues - Praetorians and Tyranids

 


My two "building" armies right now both made some progress. Not a ton, but a little.

The new command squads are now on 28mm bases so they won't fit into my 25mm movement trays. I was tempted to put them on 25s but I'm trying to go by current rules so now I get to deal with this. Base size used to be tied to figure size - now apparently it's tied to status. Maybe I'll just velcro them to the damn things.

I did manage to finish the Praetorian command squad, probably the first of 3 or 4. I had to stay with the banner since this one is going into the big combined unit and that +1 OC is a difference maker. For the weapons guy I stuck with a melta gun as I figure it will make the most difference if something gets in close. Having 3 of them altogether should be a bit of a deterrent as even the guard should land a hit or two at that point. For the officer I went with a bolt pistol and a power sword. I just am not that big a fan of a Strength 6 power fist and I don't really like the way it looks on normal humans most of the time. I think of these guys as being more about the swords than maximum efficiency so the power sword is good enough for me and it just looks better! 

At least it will make them easy to tell apart - "Wings Up" and "Wings Down". Years ago with Battletech I had a pair of metal Marauders named "Leans Left" and "Leans Right" so this is not a new thing for me. 

I also finished a pair of "winged tyranid primes" - the character/leader units from the Leviathan set. For itself it only has a bunch of melee attacks but it can join a unit of gargoyles to stiffen them up with "synapse" or a unit of warriors to give them Sustained Hits 1 which is a pretty nice buff.  I wonder if they might be useful just flying around solo doing actions, interfering with gun batteries, or jumping on lone characters. I might try it with one of them.

Modeling-wise I changed up the wings on one of them as the default downward pose is ... fine ... but I certainly wasn't going to have two like that in an army. 

I may have a chance to try them out this weekend as aside from the M&M game I'm also supposed to play Boom-Gun Brother Brandon in some 40K and I'm leaning towards taking the 'Nids. It'll mean throwing a bunch of un-painted and base-coated stuff on the table but that's not exactly uncommon around here. I'm going to try to get a few more units together before that game but even now it's reasonable progress for January. More next week.

Friday, January 9, 2026

40K Friday: Early January

 

Off to a good start here for the new year and the main focus is still the 'Nids! As I mentioned in my end of the year post I'm trying to get some of the boxed armies into playable shape and this one is the focus for now. That's 12 warriors, a pair of carnifexes, and some gargoyles all ready for the spray. With these built I have around 90 more tyranids to build between the various gaunts and Von Ryan's leapers and such. That might sound high but building them in groups of 10 at a couple of groups per night a few times a week and it actually looks achievable. Certainly by the end of the month, hopefully sooner. 

Now I'm not fooling myself - it will take me a long time to get these all painted and finished. That said though it's a tremendous improvement when they are all built and basecoated and playable, even if not completely "completed". 

Finishing the build on these will open up the question of what to build next, even as I work on painting the bugs. Right now I'm leaning towards Guard, even if it's just a squad, to make sure I can make them the way I want and that I'm not missing anything, or whether I need to do more than headswaps to make them convincingly Praetorian, and whether the various decals I am procuring will fit correctly. Answering those questions will just turn it into a matter of production and then - eventually -  painting.

I do have lingering side-quests of possibly finishing the necrons and tuning up the Orks but I'm trying to stay focused until I get the nid work completed to the next stage.

Anyway, more to come ...

Friday, June 14, 2024

40K Friday - A Complete Lack of Focus

 Besides the Orks that I mentioned last time a few other armies have crept on the painting table. Fortunately I have two! One of them is covered with Orks (still) while the other is a bit of a grab bag right now with Blood Angels, Tyranids, Crimson Fists, and World Eaters piling up in various stages of "painted" as I try to get a unit here and a unit there done regardless of army. 

The whole 'Nid army is still a work in progress. It's supposed to be my Official New Army for 10th Edition and I've made decent progress but it is not complete. Most of it is Leviathan set stuff + some big monsters + genestealers and I have spent most of my efforts on building and basecoating the big monsters part but the 'stealers are pretty much there as well. Playable, certainly, but not "finished" at all. Work will continue for a while but "finished in 2024" is still possible.

The Crimson Fists are a perpetual project and as long as new marine stuff is being made they will never be completed. I realized I never actually built intercessors for them so getting more Primaris units into the mix for my core marine army has been another effort this year. This is very much a unit here, unit there, kind of effort not a mass upgrade or rebuild.


The Blood Angels ... it's not that I deliberately start a big upgrade program with them but sometimes I run across a painted unit that would fit my army well so i kind of have to get it. Then it goes into the rebasing queue to make it match the rest of the force and, well, it does add to the backlog somewhat. I have been holding to a new standard though - avoid the "almost done" state. If something comes in and all it needs is for me to touch it up, redo the base, and clearcoat it, then it moves to the front of the line. So after the bikes earlier this year there are now some assault squads and a redemptor making their way through the process. These will be off the painting table and in the cabinet soon - and hopefully on the game table sometime soon after that.

The World Eaters have been a work in progress for some time now. I have managed to paint a lot of them - talking about berzerkers here - but they are not quite finished so they are still lingering around the table. I need to take a weekend and focus in on them to push them over the finish line but it hasn't happened yet. Soon!

So that's where things stand for now. In addition to these the Custodes codex came out but I managed to resist adding anything new. The Tau codex came out as well and ... I did not. More on that later.





Friday, January 5, 2024

40K Friday - End of Year Tyranids

 


I spent some time leading up to the new year getting more big bugs built and feel pretty good about the progress here  - adding 4 Tyrannofexes and a Tervigon to the swam makes it playable now - granted with a pretty weird force composition - but that's just how it is when you're building the force. 

On these models specifically these are:

  • A Tervigon with crushing claws because I figure it will be surrounded by gaunts most of the time but having some heavy-hitting punch in the middle of that could be useful against another monster or a tank that wades into things.
    Now with 5 of this kit you might ask why I didn't build a second one instead of a 4th 'fex and the answer is that I don't really see myself playing this army for swarms of little bugs, especially to the point that a second Tervigon becomes useful. I'm more Nidzilla-inclined so while I can see taking one to babysit some Termagants I'm not particularly interested in more.
  • 3 Tyrannofexes with rupture cannons because it's the biggest gun in the 'nid army and while points may rise and fall over the course of the edition there will always be some use for a really big gun, probably several really big guns - so I built 3 of them to be sure. 
  • The 4th T-fex has the acid spray because I think a giant flamethrower type weapon could be useful at times too. I did consider magnetizing some of these guys but I decided to just commit to this mix and get them built for now. 
The goal for now is to get the rest of the army built while it's cold out, then spray them once it warms up and start painting them after that. I do have a paint scheme in mind - still needs a test run but I think it will be solid. 

Friday, December 1, 2023

40K Friday: Works in Progress

 


Catching up the recent work has mainly been Marines, World Eaters, and Tyranids.

  • I was building and painting my Crimson Fists and have made pretty decent progress though there is still a lot to do with all of the Leviathan stuff still in waiting for paint at least and a fair amount yet to be built. 
  • I took a look when the very late 9th edition codex released for the World Eaters and gathered up my very slowly progressing army and decided to put it out in the on-deck section of the work table. I needed some backpacks (of all things) for my berserkers and something I could use as eviscerators as that was a new option with their recent updates.

    With all of the parts gathered I built the squads ... and now I have 40 old school berserkers waiting for paint. Well, more like 20 now as I've managed to get some color on 2 squads with one almost completed. It's tricky finding the exact paint scheme I want to commit to putting on that many guys but they are chaos-aligned so each one will be a little different. They are very close to playable now.
  • Finally I have started building my Tyranids - that's them up top. I started with the big beasties as those look like the most fun for now and I have quite a few more to go. I'm not worried about paint just yet as the weather is not great for spraying but I do have a color scheme in mind so no uncertainty there. I figure I can play them as gray plastic if I have to so the priority is to put them together first, as an army, and then start the painting process when I can. It feels good to have a brand new army that will be 100% built and painted by me. I did it with my Necrons and liked it a lot so I'm doing it with the 'Nids now. 

    And yes they're going in the display case to help clear space on the table. And to remind me they are ready for paint. No I don't normally do this so that's a new wrinkle too.

So progress continues even when the posts slow down. Hopefully I will have more to show a little bit down the road.