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| Beetles with Balls !; The insane concept of a Tyranid BB-team | |
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| Tweet Topic Started: 13th August 2009 - 01:26 PM (937 Views) | |
| Morgoth | 13th August 2009 - 01:26 PM Post #1 |
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The Ancient Evil
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A new BB-league is starting up in the Copenhagen Area. And although teams from my current league are allowed to enter directly, there are also the options of taking unofficial teams, such as 40K inspired ones. As I really like most of the Tyranid models apart from their ranged equipment, the obvious choice for me is to form a Bug-team. Being cheap means trying to buy used stuff, but that will take forever. After buying some parts and figures from other players (still considering using an old metal Biovore for teamcaptain), I went berserk on Ebay. And ordered lots of new parts. So in the end the team will be no less costly than the standard BB-teams. But it will be one-of-a-kind. I present to you: Beetles with Balls #1. Warrior. MA5,ST5,AG2,AV8. Mighty Blow, Leader. Model=Older grey Genestealer-body, Talons from Hormagaunts (as they are mostly for cool looks), either rending claws or 3-finger arms from new genestealer, head from warrior or hormagaunt and SpaceMarines shoulderpads. (Though if I get my paws on a cheap Broodlord, he would fit perfectly) #2-3: Genestealers. MA7,ST4,AG3,AV8. Claw, Sprint. (1 starts with the bought equipment “Sure Grip Gloves” giving Sure Hands skill.) Model=Old blue SpaceHulk genestealers, as I prefere their armour piercing 3-finger claws compared to the newer ones and SpaceMarines shoulderpads. #4-7: Hybrid/Cultists. MA6,ST3,AG3,AV8. Frenzy Model=Hormagaunts with rending claws or 3-finger arms from new genestealer and SpaceMarines shoulderpads. #8-11(later up to #16): Gaunts. MA7,ST3,AG3,AV7. Sprint Model=Termagaunt-bodies, Genestealer heads and rending claws. No pads (due to AV7) so numbers will be painted on shoulder…..carapaces. My tactic, if such a word is not too much, is being able to pick up that ball, and then use brute force and expendable gaunts to break through. As skills hopefully will rain heavily over the team, some will be specialized eventually. Basicly: Cool models playing like a mix of Skaven and Lizardmen. Since most of the parts has not even landed at my premises, there is a long way yet, before the bugs see action. I will most likely change ideas, go down other paths, and bang my head repeatedly into various objects. But before I get locked up,l I just wanted to share this. :rolleyes: |
Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| blader4411 | 13th August 2009 - 06:00 PM Post #2 |
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The New Lunar Republic!
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This is interesting indeed, I'll be watching this thread, so make sure to report their progress. -Killfang |
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| Morkskittar | 13th August 2009 - 08:20 PM Post #3 |
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The Tunnel's Resident Rodent Ecologist
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Sounds amazing. ![]() Good luck... and I will be watching your progress with interest... :ph43r: Pillz |
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The Eldritch Wastes: A Post-Lovecraftian Online Serial Novel (Author Website) Pub Fight Deaths: 334. Pillz and Pyllz are © by Morkskittar. ![]() Complete Works of Morkskittar / You Have Just Lost the Game 'zodi | |
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| Morgoth | 13th August 2009 - 09:16 PM Post #4 |
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The Ancient Evil
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Got a single used Termagaunt body and compared it to the Hormagaunts I already have (Clan Husk Giant Bugs, if any recalls? ).And had an epiphany. Terma's are much bulkier than Horma's. Grunt, I will probably have to switch them, thus making the Horma's the fast AV7, and Terma's the slower but harder AV8. Keeping genestealer heads on the Terma's fits the fluff, that they are called Hybrids, but the Horma heads looks so much more....frenzy. Hmm, could the newer Genestealer heads somehow get armoured? In a mean loking way? Paint the forehead/flat top of head BoltgunMetal with studs ? At least some of the G-heads have frenzy tongues sticking out. :rolleyes: |
Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| BilboBaggins | 14th August 2009 - 07:38 PM Post #5 |
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Does sound interesting, I would love to see the images when you have them built. |
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| Skaven Lord Vinshqueek | 18th August 2009 - 01:58 PM Post #6 |
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Bunny ear says flop
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Good grief, you've got FOUR guys with frenzy? Man, if you put those in your widezones, you can really make for quite a lethal game, as in most cases it'll give you the option to chainpush someone off the pitch during kick-off. Add in a few stalls before turning and with some general luck on the dice rolls, you'll always be beginning your game against less guys then you have... In addition, DEFINITELY make sure your genestealers get mighty blow as their first skill. Claw means you only need to roll eight to go through soemones armour (nasty against big guys), but in combination with mighty blow, that becomes seven. *cue the evil grin*... How many re-rolls and staff do you have? And what skills can you give them all? If you can get mutations, I would actually consider extra hands along the way. Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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| Morgoth | 18th August 2009 - 04:05 PM Post #7 |
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The Ancient Evil
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2 rerolls + 1 from the leader-skill. No staff. Apo not available for Tyranids. We start with FF 5 , and no option to buy more. Yup, these buggers are quite expensive as all 1.100.000gp are used on 11 players and 1 equipment/skill. Then again I chose to max out on everything except Gaunts. I see your point with Mighty Blow, but I figured Block was more important. First you need to hit, right? Warrior can get skills from Strength and Mutations. The rest chose from General, Agility and ..... Mutations. Heh. This could turn out to become a most spectacular team, before the rules are revised. It is an experiment after all. |
Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| Skaven Lord Vinshqueek | 18th August 2009 - 08:50 PM Post #8 |
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Bunny ear says flop
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They've got S4, so mighty blow might be a better option, as in combination with claw it means you go through armour more often. Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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| Morgoth | 18th August 2009 - 08:55 PM Post #9 |
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The Ancient Evil
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Well, if they get a double, I can go for MightyBlow. As only the Warrior (who already has MB) can take S-skills on a normal throw. Extra Arms does sound natural for a Genestealer
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Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| Skaven Lord Vinshqueek | 19th August 2009 - 01:43 AM Post #10 |
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Bunny ear says flop
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*re-reads*... Well, some things do seem a bit more obvious now. If I'd assume that 16 SPPs (two levels) would be the most easiest thing to accomplish, so I'd use the Warrior, Genestealers and Hybrids for defence and the Gaunts for offence. In terms of skills, that would mean I'd go for the following choices: Warrior: Claws and Piling On on a normal roll, Block on a double Genestealers: Block and Mighty Blow on a normal roll Hybrids: Block and Dodge on a normal roll (frenzied blodgers )Gaunts: Dodge and Sure Hands on a normal roll You could opt to use the Genestealers on the offence as well, but the S4 in combination with Claws means you want them to have Block and Mighty Blow, so you could perhaps use them as guards for your Gaunts. Greetz |
In the Horned One we trust, all others we monitor. ![]() Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30 | |
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| Morgoth | 24th August 2009 - 06:55 AM Post #11 |
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The Ancient Evil
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Vinz sez - and I reply Warrior: Claws and Piling On on a normal roll, Block on a double. Claws and Block, yes. Piling on? Maybe, but Guard could be an option too. Genestealers: Block and Mighty Blow on a normal roll. Block yes. MB in case of double. Dodge useful here too. Oh, and the Extra Arms. Hybrids: Block and Dodge on a normal roll (frenzied blodgers). Check; on the first pair. I might use 2 of them as rear guard, so after Block they probably get Tackle. Gaunts: Dodge and Sure Hands on a normal roll. Dodge will surely help them. Sure Feet too. I am afraid the Stealers will be the stars of this show, but should one show talent, then maybe Sure Hands and Extra Arms later. I did a pathetic proxy training session vs. my own skaven. Just to try a simple offence and defence test. Actually I believe, it payed off. Offence went as planned. The skaven were beaten down all over with 2 casualties in 3 turns, where a TD would be scored in 4th. The 5 skaven left did not have a chance. Even after knocking down the ballcarrying Stealer, he just got up and picked up ball again. Defence (3 turns too) showed me, that my Warrior is too slow to guard the backfield. His job will simply be to knock down in both defence and offence. So I will try to put 2 of the Frenzy Hybrids behind when kicking. Monday 31th there will be a start-up event, where The Beetles will be represented. Oh. All brand new teams start with 5*1 random SPP. So almost 50% chance of 1 getting skill after first game . If it survives. Especially Gaunts will go down easy. But they are cheap as skinks And boy, are those Stealers mean The biggest risk will be, that the team will suffer the wardancer syndrome. No others get to make TD's.Parts and stuff still in the mail. Waiting impatiently. |
Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| Rusty Tincanne | 25th August 2009 - 12:57 AM Post #12 |
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...you can still call me Rusty Tincanne if you want, though.
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Good luck in the upcoming game. I'm really looking forward to the mini's. I just love converted stuff - even minor conversions. Speaking of which, I really need to paint my Nurgle BB team. |
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| Morgoth | 26th August 2009 - 05:13 PM Post #13 |
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The Ancient Evil
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UPDATE Some parts arrived today. Right. Gaunts and Hybrid assemblies tried out. Carapaces on their way. They might be used as helmets and/or shoulderpads for Hybrids. Tested a SM-shoulderpad on a Hybrid (Termagaunt with Genestealer head and 3-claw arms). Does not fit. ![]() Sorry. Had to skip thumbnails. Photobucket changed something. No time now ![]() Gaunts are very unbalanced. Physically. So I used a lathe and made some 2mm aluminium disks, sawed them in "less than halfs" and glued them to the bottom of the bases. That works ![]() (Clan Husk Giant Bugs are chasing the rookie BB-players. Just for training of course) MUTATED: I wonder how the game will fare. As those models take up quite some space. :rolleyes: I simply have to knock out opponents in order to have room. But that might be fun too The team seems hard-hitting and pretty fast but........very limited skills (unless doubles are rolled), no apothecary and ATM no reserves. Journey-bugs are a nice thing
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Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| Morgoth | 31st August 2009 - 08:29 AM Post #14 |
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The Ancient Evil
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Well. Tonight is the night. Or rather... evening. The debut for the Tyranid Team on the killing fields. I got a Broodlord for captain, although he is missing left arm. I hope he gains Claw very soon, and must find something fitting. Might go searching for a set of Warrior rending claws. Carapaces arrived and glued on, so team is assembled. Carapaces fits much much better than SM shoulderpads on Hybrids and Stealers. Captain probably still gets SM-pads.Bought a set of washes, as I aim to use this team for a feeble attempt at painting with said washes. Colours? Meh. Shoulderpads yellow with black edges and numbers. ATM I am still considering. |
Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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| Morgoth | 1st September 2009 - 08:21 AM Post #15 |
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The Ancient Evil
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1st game for the Tyranid Team: Beetles with Balls in league. Vs another rookie team of Humans. 12 heads: Ogre, 4 blitzers, 1 thrower, 2 catchers. 5 random SPP were handed out. 2 of which went for #3, a genestealer. Humans won Fame having 14.000 fans, while the Beetles only mustered 12.000. Beetles won the toss and chose to receive. Highlights: 1.1: A Hybrid uses his frenzy and pushes a blitzer out to Badly Hurt! And Stealer #2 picks up. A good start. Despite the ST5 of the Warrior he just pushed. 1.2: Ouch. Human thrower seriously injures a gaunt. -AV, so he aspires to become assistant coach. I must follow up, whether this is allowed in this League. A catcher fouls my Stealer #3, but only achieves getting kicked out for the rest of game. 1.3: Getting cornered, my ballcarrier tries a desperate 1 die block vs Ogre. Both down and ball scatters. Gets picked up by human thrower who runs ahead covered by a blitzer. 1.4: Only 1 chance. Warrior blitzes thrower using 2 GFI. First goes well. Then Snake Eyes! Bugger. And the human doesn’t fail his GFI and scores. 0-1 1.5: Warrior re-establishes a bit of respect by Badly Hurting the Ogre! Stealer #2 picks up. Still no need for his expensive gloves giving SureHands, but it does feel reassuring. 1.6: Stealer #2 gets surrounded and knocked down by thrower, who picks up. Grunt. 1.7: Pay-back time. Stealer #2 smacks down thrower, and catches ball in the air. The crowd goes wild. 1.8: Humans swarming over the ballcarrier, but a cunning assist allows a Hybrid to hit a human, thus pushing into my #2, who then gets showed away from tacklezones. And scores. 1-1. Kick-off and last turn for opponent gives him a completion. And a desperate kamikaze attack (2 dice, I chose) brings down my Warrior and a lineman. Nothing serious, though. 2.1: Quick-snap, which the humans know how to use. I must confess, that his lucky roll begins to annoy a bit. He probably feels the same. I barely manage to push his catcher towards edge with Stealer #2. (3dice with assist) 2.2: Stealer #2 gets pushed away thus freeing catcher. Thrower makes CP to catcher, who using 2 GFI scores. 1-2 Hich-Kick is caught by Stealer #2. Stealer #3 wastes a reroll still resulting in both down. Too early to make turnover. At least the lineman is KO’ed. 2.3: Aaargh. Deja-vu. Warrior #1 repeats the failure of stealer and also wastes a reroll. Both Down. And turn-over. Man, he needs block, but having no Bonehead, Loner or the likes is a nice thing. However complaints from other teams have been reported. They find warrior too good. Pft. ATM I definitely don’t agree. The 2 stealers are the ones having potential of becoming stars. A lot of bashing for both teams. A miss thrown ball sends it scattering to LoS where both teams have a lot of tacklezones. Warrior gets stunned. I send more of his crew out to KO-box, but the few remaining has tremendous luck with their desperate 1die blocks. Still, the bugs don’t get injured. Just stalled. 2.6: Stealer #3 inflicts a serious injury on an opponent. Apo saves him to the reserves bench. 2.7: Finally the obstacles are removed, so Stealer #2, using the fine gloves, picks up ball and runs toward endzone. Covered by a Gaunt and a Hybrid. Not the situation, in which to take unnecessary risks. 2.8: Stealer #3 tries a 3dice blitz, but just manages to smack down. Stealer #2 dashes into endzone and scores. 2-2 . So. A Draw. Income: 50.000 and FF+1. Stealer #2 having 2 TD gains skill: Block. Gaunt #8 having 1 of the free start-Spp and becoming Mvp gains: Dodge. Team Status: #1. Warrior “MX09(Stitch)”: 1Cas = 2Spp #2. Genestealer “Picker Bough”: 2TD = 6 Spp #3. Genestealer “Breaker McFarlane”: 2 free+1Cas = 4Spp #4. Hybrid “Jumping Jack”: 1 free = 1Spp #5. Hybrid “Kenny Killer”: #6. Hybrid “Lenny Lethal”: 1 free = 1Spp #7. Hybrid “Mean Mantis”: #8. Gaunt “Arnie Anthrax: 1free + Mvp = 6Spp #9. Gaunt “Billy Bug” : #10. Gaunt “Creepy Curt”: -AV, MNG. #11. Gaunt “Dirty Dick”: #12. JourneyBug: Gaunt “Etta Eerie” Too many bad 2 dice rolls. Bashers really need Block skills. And Dodge for gaunts. Ah. 2 skills after 1st game is not too bad. BTW the league has changed the skills for Hybrids. Now they still have Frenzy, but also (homemade?) Feel No Pain! This results in -1 on receiving injury rolls. That’s fine, but in exchange, if they do get casualty, 2 rolls are made. And both counts!!!!
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Greetings from Morgoth Mostly Clan Eshin, occasionally Clan Husk.Proud keeper of the Poking Stick of Doom, known to many a RPG-player ![]()
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Mostly Clan Eshin, occasionally Clan Husk.













But they are cheap as skinks
The biggest risk will be, that the team will suffer the wardancer syndrome. No others get to make TD's.



Carapaces fits much much better than SM shoulderpads on Hybrids and Stealers. Captain probably still gets SM-pads.