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Author Topic: Returning to 40k after a 7 year break, thought I would give BFG a try.  (Read 2404 times)

Offline Thassias

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HI There

As the title says I'm looking at coming back to the game after a 7 year or so break from it, and fancy giving BFG a go, partly due to knowing the rules / codex's wont be getting any creep from new releases.

I will be looking at getting 2, 1500 point fleets togeather.

For about 20 years I have been an Eldar fan, so one of those will have to be craftowld Eldar, although I would love some ideas for another xenos fleet that can go toe to toe with them. While I like the forgeworld Tau models , the tyranids due to the potention bfg to 40k crosover possible with them ( eldar and tyranids were the armies I have for 40k ), aswell as the Orks for potential conversion oportunities available for them ( can someone say hulk ).

The Eldar have weapon options between batteries and lances, could I ask are the relevent parts for both in the blister pack or am I going to have to do some conversion work to get the ones i want on the ships / swapping about between dragonships and wraithships.

Using the 2010 compendium ive been looking at a potention list for them already, consisting of

1 x Flame of Asuryan with Yriel as fleet commander ( point wise this could be swapped to a hero with a re-roll if needed )
1 x Dragonship with battery and launch bays and aspect warriors ( aspect warriors dropped if normal hero used )
3 x Wraithships with lances and torpedoes
1 x Wraithship with battery and torpedoes ( ghostship )
3 shadowhunter escorts

Any thoughts and help would be appreciated, either on the list I so have, or on another compatible fleet.

Thanks in advance

Offline horizon

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Hi Thassias,

BFG is a good choice!

If your armies in 40k are Tyranids & Eldar I would definatelly say you should take Tyranids as the second fleet. A great fleet to kitbash/scratchbuild indeed.

As for Craftworld Eldar: perhaps my favourite fleet in the game. Certainly they way they look.

Each Wraitship and Dragonship comes with all options, so per blister: 1 Pulsar Lance, 1 Battery, 1 launch bay, 1 torpedo deck.

As for the list: I really dislike the official Ghostship rules so I would not advice on taking the deer* in your fleet.

Taking Yriel is a personal choice.
Aspect warriors + Vampire raiders together on one ship is adviced.


* deer in the headlight syndrom...

Offline Thassias

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Thanks for the reply. and that is great to know, I thought they may come with options for battery and lance changes but having the parts necessary to interchange launch bays and torpedoes also is super news, and opens up a few more options to me to split torps and bays more "down the middle" in terms of use

yes Ive seen the deer in the headlights comment a few times as ive been looking on forums the last few days, tbh that choice wasnt so much about strategy as it was about me liking the fluff behind Iyanden and so feeling a ghostship was nice purely for that reason

Tyranids would have been my 1st choice as I had said that's the force I had in 40k along side Eldar , I was just worried about their usability, especially against Eldar as I had found a few posts ranking tem among bottom viability wise ?

 Just for some background I would always use the Eldar ( they have afterall been my favorite GW force for 20 years ), the Tyranids would be a fleet used for others , so viability wise and for easy of use to new players how do the tyrands seem to fair ? If they can great and it could lead to some interesting developments between BFG and 40k.

Thanks again for the post, as I've already said the news on what the blisters include is great
« Last Edit: May 21, 2012, 08:11:38 PM by Thassias »

Offline Mycen

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First, I've got to agree with you Thassias, the lack of codex creep is what makes specialist games attractive to me, too.


Second, I agree with horizon that Tyranids would make a good choice for a second fleet when you have a Tyranid 40k army. Assuming it's your cup of tea, having all of those parts laying around to scratchbuild a free custom fleet is immensely enjoyable.


Useability-wise I think they would rate as high as any other fleet. A fleet with a great number of damage and shield points overall and fairly straightforward weapons that complement each other well make for a fleet that is easily accessible for new players. It is a little bit more labor-intensive to play them, especially for new players. Because their ships are not fully independent like other fleets, both in terms of their individual capabilities and also in the literal manner in which they must move, the special rules regarding Tyranid use take more getting used to than other fleets. They also tend to have a lot of models to push around, there won't be any turns where you just have to move six ships and go on to shooting. 


Competitiveness-wise, they can struggle sometimes, and their worst opponent, aside from perhaps Necrons, is Eldar. Some of the main Tyranid fleet list's biggest weaknesses are that it is cumbersome to maneuver as a fleet and that it relies on a few key vessels for coordination. Eldar can take advantage of the first weakness to attack the second, and the lack of long-ranged Tyranid guns can make retaliation difficult. Just like any fleet, of course, you can build the Tyranid fleet to beat Eldar without too much trouble, or you can play a Vanguard fleet and simply swamp them with too many ships for them to possibly deal with. The trouble with the first is that you won't get as much of a chance to play around with some of the configurations that make Tyranids unique. The trouble with the second is that it can be boring for both players, although it can be fun with the right scenarios and mindset.

When it comes to their more general position in terms of metagaming, there are a lot of factors that keep them out of the top spot. If one is thinking purely in terms of competitiveness, Tyranids are definitely a min/max style fleet - a properly min/maxed Tyranid fleet can perform well against any fleet that is not designed to oppose it. The mega-hive list was quite powerful, the all-ordnance list can overrun most fleets, and the mass of escorts in a vanguard fleet is a thorny proposition that most fleets have trouble handling.  The problem with this is the same as any min/max design though, it's boring! They can do well against all comers if they take large amounts of ordnance, but this playstyle is so frustrating to use that neither the player nor his opponent can usually stand to play an all-ordnance Tyranid list regularly. The Vanguard fleet has similar problems. It lacks the sheer tedium of an all-ordnance list (at least you don't have to pick up and put down 50+ ordnance markers each player turn :-\) but suffers from the same lack of player input. You just point your escorts at the enemy and charge them. If you take mostly Kraken you don't even have to decide whether or not to brace! The Mega-Hive list was slightly more entertaining, but with nothing but superheavy battleships for your opponent to avoid like a herd of elephants, there wasn't a whole lot to really do there either - plus, it was so reviled by the community that they entirely obliterated it with the FAQ.

Tyranids can be nicely competitive with balanced and interesting fleet lists as well, but, in-game, the slow interdependent way they play has always made them relatively vulnerable to nimble and powerful fleets, as well as fleets with powerful long-range weapons; they can struggle against Chaos, Eldar, and Necrons. One also has to be careful against other close-range fleets, such as Orks and Space Marines, because the superior short-range firepower of non-Tyranids (since much of Tyranids' offensive power is concentrated at point-blank distances) can make an error in timing critical. Due to the aforementioned mega-hive list, the new FAQ rules put rather harsh restraints on what Tyranids are allowed to field, both removing all choices for capital ships beyond light battleships and light escort cruisers, and creating a requirement for both a certain number and certain proportion of a particular escort type in every fleet. This makes Tyranids less attractive as a fleet before they hit the table, with relatively limited and much slower options.


Tyranids make nice balanced fleets in many ways though. The focus around a few key vessels can be as much an asset as a vulnerability, especially since their numerous ships allow them to soak up a lot of damage.  They have no long-range shooting and little medium-range shooting, but their short ranged shooting options are perfectly serviceable, their unique weapons are quite powerful, and while their ordnance is slower than other fleets' it can be quite effective. (Unless you're playing against Necrons, lol) Even without focusing on ordnance they can create a fleet that easily defends against enemy bombers and torpedoes. Since Tyranids are more leadership independent than almost any other fleet they can be relied upon to perform special orders and do what you want of them most of the time. And the way Tyranids play means that watching their fleet at work can be much more entertaining than many others, like watching a snake swallow its prey or a school of feeding piranhas.



If you plan on using the Tyranids primarily for thematic battles against your Eldar then I would go with them without hesitation. (You said you're making an Iyanden fleet, right? 8)) If you want to also use your second fleet for more general battles and as a tool to introduce new players before they buy their own fleets, I would still consider Tyranids a good choice, but there might be other fleets that are a better fit. Like I said, their options are much more limited than other fleets, and their play styles aren't as varied. If you want a fleet with which you can do anything you want, aside from how you construct your models, they might be a better choice for a third fleet.





Of course, assuming you had the funds allocated for a second fleet anyway, since you already have a Tyranid 40k army the only actual cost you'll have to bear for your 'nid fleet is time. If you're not short on that you might as well get three fleets together... ;)








« Last Edit: May 22, 2012, 04:49:36 AM by Mycen »

Offline afterimagedan

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I have a large 40k Tyranid army and this is how I made my BFG fleet from the bits...

Tyranid Ships for BFG: How to Make Them

Offline Thassias

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@ afterimagedan

 Thanks for the link, I have actually already watched the video, as I found it yesterday while trying to find some ideas for kraken. It was a good watch with some interesting ideas.  Makes me wish I'd kept the spare Tyranid bits that I had, but unfortunatly they went a few years ago. At the moment Im looking round for any pictures / videos on folks that have built the fleet using the BFg fleet as a base, and am thinking of maybe using a combination of the 2 escorts for a kraken...But it's early days yet.

@ Mycen

  WOW..1st I must say thanks for the thought you must have put into that post, it must have taken a while to do, so thankyou.
 
  I must say, I do like Nids, I remmember back when I was playing 40k against them it was a fairly straight forward game in that if I managed to kill enough of them before they got too close then the game was as good as mine, but if they managed to close on me then it was usually all over. As I look through the rules for their fleets in BFG it seems this comes across here aswell, which I like

  As I sais in the reply to afterimagedan Ive been looking at ways to model them, the main issues being obviously making a Kraken ( that fits in with the fleet look ) and the wysiwyg rules which I am looking at also. If I want them all armed with claws then that would be easy :p but as Im thinking of feeder tenticles , launch bays etc etc. it gets interesting, and I can see me scouring the web for alot of cheap lash whips to use as feeder tentacles.

  There are still parts of me that are thinking of other routes to take, tau's great looking forge world fleet, Orks or maybe even necrons all have their attractive side to them, and may be easier to get other people into the game with. Although as you caught onto in my 1st post the Iyanden vs hive fleet kraken theme is one that has caught my imagination.

  I think I'll try to get a list together 1st to see how I like the look of them and to see what I'll be looking at conversion wise, then it may be time to look on ebay for bits boxes etc

Thanks again for the feedback, and the link to the blog
« Last Edit: May 27, 2012, 06:47:43 PM by Thassias »

Offline Castro

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Tyranids are the most fun kit-bashing army - doesn't matter if your're 40k or BFG. If Tyranids were you main 40k army then I would definitely go BFG tyranids for a couple reasons (I won't repeat what the others said above... so I will try to make it practical)

1) You have a lot of bits already - I used to play 40k tyranids, and the one thing that annoyed me the most was all the bits that I had when I finished building a model (Carnifex I am looking at you!) You probably have a crap ton of bits that can definitely be used as BFG ships. There is a picture floating around the interwebs of a full compliment of escorts featuring nothing but modified spinefists... And they look pretty legit too!

2) style of play - again referring to 40k, you probably, if going to another race, are going to miss the outright customizability (is that a word?) of the Tyranid race.