It's not going as fast as I'd like, but I'm still making fairly decent progress on updating and adding to the paint on my old Epic Tyranid army. I've now got one of the two boxes and a Hierodule Titan all finished and ready to base. And up next are the Trygons.
I had a thought the other day about the old Epic Tyranid models that I used to have, before I bought the new ones that came out in the Epic 40,000 era. My belief was that I'd thrown them out when I tidied out my epic spares box a couple of years ago, but I was happy to find them still skulking in the loft. When I (finally) get around to doing the Epic-S rules again, I think these bigger, older models will get their own rules, that make them a bit stronger and tougher than the newer versions.
Last stages of the Hierodule
Epic Nidz progress so far
Different generations of bugs
A couple more 40K games have happened over the last few weeks. Like our previous games, they were between Space Marines and Orks and were both 2000pts.
In the first game, I had first turn, but hadn't really brought much long range firepower. Also, with the terrain the way it was, blocking lines of sight, little happened on turn one. On each of the three turns, the Ork Weirdboy sent a Boyz mob forward using Da' Jump to threaten my forces. Overall, Scoob's Orks easily took their left flank, while I put quite a lot of hurt onto the Orks on my left flank. Even then, I got pinned back into my left corner, despite trying to push out with a Vindicator that was getting protected and healed by a Master Of The Forge Techmarine. No doubt, that tank stayed alive far longer than it should, and absorbed a lot of damage that would have wrecked my forces otherwise.
We ended after 3 turns, agreeing to a draw.
Battle 1 Deployment
Battle 1 End
In the most recent game we went a bit different and I chose the Search & Destroy deployment map. Remembering my faults from last time I took a lot more firepower, and took 4 characters all geared to either keeping me alive or buffing my shooting. As it was, the wrecked stompa prevented most shooting from Scoob's artillery to my vehicles and vice versa. For the first time this edition, I also had brought along some assassins, but the Vindicare, who I was most looking forward to using, did very little. In contrast, my 2 Eversors popped up and wrecked face, with one taking out a unit of Stormboyz, and one charging some Boyz and killing 14 of them.
I had a gret deal of luck with random amounts of shots in this game, especially the Whirlwind, while Scoob's Shokk Attack Gun and artillery didn't do as well as they normally do. But yet again, even though I was doing well with my shooting, I was still very much pegged back, and could not push out onto the map, despite attempts from Scouts, Tactical Squads, an Assault Squad and some Sternguard dropping in using a Drop Pod. So even though Scoob surrendered after his 4th turn, I was still very much languishing in my deployment zone, and I can't help but think all these games we've been playing would be much harder for me if we were using objectives.
Battle 2 Deployment
Battle 2 End
Finally got around to completing my transfer of all the old battle reports from the old site to this one, something I started a few months back. As there are so many of these battles, they are stored on their own pages, which can be found below:
Warhammer 40K Battle Report Archive
Epic Space Marine Battle Report Archive