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Showing posts with label Apocalypse. Show all posts
Showing posts with label Apocalypse. Show all posts

Tuesday, February 8, 2011

Email in: Tau Apocalypse


Hello Kirby, and the rest of you brilliant strategists:

I will be embarking on my first apoc game very soon. I am looking through the apoc books/supplements and flipping through the formations. I am interested in the farstrike formation for Crisis suits and skysweep formation from Apocolypse Reloaded in particular. The other that caught my eye is the Mirage Long Range Infiltration for pathfinders. In your opinion, are apoc formations worth the extra cost? Particularly the Tau formations. Looking through all this information, it seems to me that Tau are hindered by a lack of super-heavys or access to titans. How would you best go about mitigating that?

Monday, January 17, 2011

Email in: Competitive Gladiator Tyranids?



Guys:

I've been banging my head against the keyboard over the holidays trying to come up with a Tyranid list for the Adepticon Gladiator tournament in April. I've just gotten a Forge World Hierophant/Bio-Titan (not built yet) and would like to build a list around him (at 1250 points, the list definitely would have to fit around him). This year's rules are 2250 points total; a 1750 main group plus one of two 500 point "sideboards" (for lack of a better term) determined after the opponent provides you his main group list.

So far, what I've come up with (not worrying about sideboard construction, yet):

Hierophant 1250
Tyranid Prime (LW/BS, TS) 105
Hive Guard (x2) 100
Hive Guard (x2) 100
Tervigon (AG, TS, Cluster Spines, Catalyst) 195
Tervigon (AG, TS, Cluster Spines) 180
Termagaunt (x10) 50
Termagaunt (x10) 50
Zoanthrope (x3, Mycetic Spore) 220

Wednesday, December 22, 2010

Rebalancing Apocalypse Strategems



Apocalypse.

Aside from GW's "you should buy more models!" gimmick, it's also a good way to relax with some folks and do absolutely ridiculous things on the table. 10" blast templates, first turn assaults, models that are physically larger than the player controlling them... Apocalypse is filled with many absurd things. One thing it is not filled with, however, is balance- anyone who's played it before knows that many of the units, formations, and assets are grossly unbalanced (one way or the other), which is something of par for GW's course.

I am of the opinion that better balance always serves a game well. "Competitive" play (if that can even be said to apply to Apoc) obviously benefits from it, but casual play does as well- no one likes being matched up against something unfair, nor to win because a poorly-designed unit made it too easy. So a rebalancing of Apocalypse could make the game more attractive to players and also make games less contentious when played by strangers (such as at a convention or gaming store.)

The first step, then, to make Apocalypse more playable is to take the basic rules and give them a rundown. The one thing that stands out the most are the Strategic Assets, which vary from utterly worthless to nigh-unstoppable. Tweaking these is a good start on bringing balance to the game and relatively easy to fix.

Tuesday, September 7, 2010

Apoc Battle Report: 9K BA vs. 'Nids (with Pics)

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So this past Wednesday I ended up playing in an Apocalypse battle, arranged with one of my friends down at the local game store; it essentially boiled down to "Hey I have a company of Blood Angels, I hear you've got a lot of Tyranids. We should have them fight." I agreed, and we found some time for things between our schedules (he works early morning to evening, I work graveyards, store is open 11 AM to 6 PM, not exactly convenient.)

However, we managed to get things worked out and dragged things down there soon after the store opened up to start the battle. We both had a touch under nine thousand points- him something like 8.8K, mine around 8.5K; he was using the Masters of the Chapter and Battle Company formations, I used the Endless Swarm. Since he didn't have any superheavies, I declined to use my big beasties as gargantuan creatures, instead playing them as Mawlocs. Since I was a bit under on points, I got an extra stratagem as per the Apoc rules, which did a little bit to catch me up with his oddles of free choices from formations.

Monday, July 5, 2010

Email in: Tyranids and Apoc


"Hey guys,

Great blog btw! Grats on the level headed in depth analyses you give.

I wanted to ask your thoughts on the new nids for Apoc. I have been a big fan of Apoc, and greatly enjoyed playing everything from the cheesy builds (no fun for your opponent), to more flavoursome battles. Apoc really lets everything out of the bag, the whole idea of Apoc relies on your opponent and you agreeing on whether you are gonna field a killer list with the most optimum strategic assets or just play for fun. With only a small player pool I have had success in the Apoc competition at CANCON two years running. I play killer lists with my brother when I can, but greatly enjoy the buzz of having a table covered in models in not-so-competitive games.


Ok nids in Apoc, I found them very powerful in their previous codex, with eternal warrior all over the field I had no worries about destroyer blasts. I found them very slow (except for a few assets) but a grinding machine of gribbly death. My heirophants would die from time to time (I really don't feel they are super tough, I finding shooting titans much harder with equivalent weapons{OK who shoots a titan when you can HTH it with a biotitan?.. apoc boards are v-big!} ). OK I am drifting, but I have found the new codex quite good at the 40K level but at Apoc level it has a few blaring weaknesses in competitive play.
1. Zoans got a huge boost 3++ (the new black and all), not to mention warp lance!
2. Mobility improvement, incl pods, harpies
3. You can synconise lictors/trygons and other reserves!

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