



Red Terror - I got lucky
I do realise this was hard to get, hope I did it a bit justice. It’s taken me a while, life, uh, finds a way though!




I do realise this was hard to get, hope I did it a bit justice. It’s taken me a while, life, uh, finds a way though!
Hi, I'm able to get my hands on the Deathleaper. But I have the option of the space wolf chapter master and necron nekrosor ammentar. So I would like your opinion on the deathleaper.
I'm a collector and painter first.
I have seen the model on the gw store, but ywould like more info and size comparison for better understanding.
I was feeling pretty skeptical about Von Ryan's after the Fights First nerf but I took two 3-bug squads yesterday to try them out. They really overperformed and I actually got some use out of Fights First.
In my first turn (going first), I drew Plunder as a secondary. I had some forward deployed Von Ryan's so, since they only cost 60pts, I decided to throw them forward to score Plunder for me early while simultaneously getting in the way of some Blood Angels (in LAG) Scouts that wanted to come forward and be a nuisance around an objective. 5vp for 60 points is a good start...
On my opponent's turn, he did two things that interacted with my two Von Ryan's units. His scouts shot and then charged my front unit of VRLs. Meanwhile, a brick of Bladeguard with a Sang Priest got out of an impulsor and nailed a long charge into a (wounded from shooting) Psychophage on my expansion objective. I used heroic intervention for free with my second squad of VRLs to join that combat.
First off, the shooting from the Scouts (and some extra incidental shooting) did basically nothing against the front VRLs. Stealth was a useful keyword here because I had only been able to reach my target bit of terrain with one model but Stealth meant I had cover from all the attacks anyway. Second, the free heroic from the second squad was immediately useful in that it stopped the Sang Priest from being able to pile in to the Psychophage, reducing the attacks it would be taking.
That's when Fights First showed it still had some use. One of my VRL squads was going to get to fight before their opponent. 5 scouts with the charge bonus from LAG should kill two Von Ryan's on average, and one was wounded already so he had a shot at taking out the whole unit. On the other hand if the VRLs went first they'd likely kill 2/3 and the scouts would probably end up losing the overall skirmish. On the other hand, there's a decent chance (34% with no extra buffs to the VRLs) the Bladeguard, with their rerolls saves of 1 and FNP, take 0 casualties from the other unit.
So perhaps my opponent was a bit greedy but he chose to activate the Scouts first. This meant my heroic VRLs got to fight before the Bladeguard and they did succeed at killing one of them. My Psychophage ended up surviving with a few wounds left which meant I kept control of the objective, plus the Bladeguard couldn't consolidate forward and were stuck in the open when I fell back the next turn (some of my shooting would have lost line of sight if they had been able to consolidate onto the objective). Not that it matters but the Scouts rolled really badly, only killed one VRL and were basically out of the battle from there.
Even if my opponent had activated his Bladeguard first and killed the Psychophage (not guaranteed - one more model would have made it likely but not certain) they still would've been forced to stay engaged with the VRLs and wouldn't have been able to break LoS. And in this scenario my front VRLs likely win the skirmish with the Scouts and may get some more mission play later.
So those two squads, 120pts, basically scored me 9vp directly, traded for a 65pts squad + the opportunity to kill a 245pts squad without having to contort myself. That's enormously good value. In the process of achieving these things, pretty much all their rules were useful. Even the much maligned Fights First. Very satisfying overall.
Any tips or or validation of success welcome
After a break for a few months, I've gotten back into 40k with 11th edition. That means I missed the worse of Delightful Defiler Spring, but my friends are still running the odd one or two in their lists.
I've not played Tyranids since around 2024 when I started in 10th, and I've come back with a Sub Assault list. My main hammers in this list to deal with a Defiler include Hyperadaptive Raveners with an attached 5 man squad, Neurotyrant with six Zoans and Trygon Prime. I also have a Maleceptor and Swarmlord which, whilst swingy, can chip some damage off. There's a Norn that sits on my home as well that can contribute. The main issue I have is that I just seem to bounce off them, even though I'm committing multiple hammers, frequently leaving them on 2 wounds. There's a massive difference between a defiler on 2 wounds and a dead one... The Defilers have consistently taken my units from full to 0 in Overwatch. Even with threat saturation, I'm in an awful position and usually lose a massive amount to a bracketed defiler the next turn. I'm wondering if my approach needs changing. I'm staging without LOS/using tunnels, so I'm not being shot in my own turn. Or do I need to adjust my hammers? What units have you found most consistent into Defilers?
(Aliens-inspired Parasite of Motrex unrelated)
So as the title states, been playing against an opponent who runs Admech and really struggling. Looking to improve, see if the Hive mind has any tips. Admittedly, I am not very experienced and my opponent is, and I think he probably has a fairly optimized list and plays them very well.
I usually either run Vanguard Onslaught + the 1dp sneaky lictors, which is the list I’m really trying to make work because those are the units I like best thematically and aesthetically - and I’ve seen people on here do well with this kind of list, so it must be possible ! But I have also been playing around with Synaptic Nexus + Talons of the Norn Queen and Subterranean assault (acquired a lot of brain and tunnel bugs in late 10th).
My lists almost invariably contain Swarmlord, broodlord + 10 genestealers, deathleaper, neurotyrant + 6 zoanthropes, a lictor, a biovore. For the VO list in particular, 3 squads of Von Ryan’s, a neurolictor, two mawlocs (experimented with red terror too), and either an exocrine or maleceptor.
I am In the process of acquiring another lictor and some more Von Ryan’s to get the most out of the detachment (and maybe another squad of genestealers), but I think list composition can only take me so far and its strategy I need to focus on.
Things I struggle with :
Pre-game infiltration. What to do with my VR and other infiltrates units. Torn between having them in the midboard to threaten turn one charges. I also feel I have to do this because sicarian rust stalkers are spooky and have wrecked havoc in my back line from turn one charges themselves on several occasions. I’ve tried the Zerg rush and while it does keep units back for a turn, I’ve found Von Ryan’s aren’t really Killy enough to do a huge amount of damage, and usually die on the clapback. What’s the best way to use them ? Have them screen just in front of my units and protect them with heroic intervention ?
Surviving. I feel that anything on the board just gets absolutely merked by Admech shooting. As soon as I expose a unit (e.g by putting them on an objective) they get focussed and die to admech shooting. Sometimes I know this is a tradeoff (e.g the fun turn one Mawloc battleshock and mortal wound bubble while they’re bunched up in their deployment), but sometimes it just feels impossible to deal with. My opponent usually brings 6 las chickens and for the life of me I don’t know how to deal with them. They can just wait behind a ruin and then use their massive move and advance to get wherever they want and obliterate something. even if by some miracle you do manage to close the distance, they’re annoyingly tanky (T7, 7 wounds each, a random 5+ invul??), and then next turn can just fall back and shoot innately. Big block of kataphron led by a manipulus, especially in eradication cohort, are also terrifying - last game I shot at them with the zoan brick, managed to down 2 and a half (innate once per game 4+ invul!) and they then almost wiped my unit with the stratagem that lets them shoot once they’ve lost a model. Between that and their over watch, my opponent regularly does more damage than I do in MY shooting phase.
Even in the games where I feel I’ve played fairly well, done a lot of scoring, managed to trade somewhat effectively, usually by turn 4 I have almost nothing left and the points lead I have isn’t enough to weather two turns of max scoring.
Currently it feels like he has tools that do practically everything my units do, but better. I’m struggling to find a strategy that plays to nids’ strengths and gets around admech’s terrifying gun line.
Any advice welcome, criticism, tell me I’m whining and it’s a skill issue, etc. Game plans or general principles as nids, units you never leave home without against Admech. Thanks if you’ve made it to the end of this long post !
So I don't like staying stuck with one option, and I noticed a great hidden spot to add magnets to my biovore, safe to say they are holding on very nicely, we'll see how it holds up with the weapons attached
My models never look good and I'm paint twenty termagants, this feels horrible
Halfway through a batch of retro Termagants when I suddenly got the feeling they were gearing up for quite a different sort of game! So how about those Pittsburgh Genestealers, eh?
My centerpiece Norn Emissary based off of the symbiote species in marvel. Essentially done, just need to do the slime/tendril effects once I figure it out.
I think maybe a darker brown, I thought it looked good but now that I did the dry brushing on the shell I kinda don’t like it.