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Post by luke1705 on Jun 4, 2017 16:43:41 GMT
I've had the privilege to play a total of 4 games of Nids thus far (3 power level fans and 1 points game)
Game 1: 77 power levels, vs the Inquisition + Custodes
Mission: Purge the Alien
Deployment: Dawn of War
His list: Custodes Land Raider 2 Chimeras 5 Custodes 1 Penitent Engine 1 Inquisitor 1 Techpriest? And the dudes who rode in the chimeras (I'm not very familiar with the distinctions between acolytes, etc. they're all biomass to me)
My list:
Swarmy Flyrant (2x scytal) Trygon Trygon 20 Genestealers 20 Genestealers 3 Rippers 3 Rippers
My initial thoughts on the game: is it possible to play a game with power level over 9000? Let it be so
He won the roll for deployment, so he placed the first unit. This wound up being crucial, since I believe that when you deploy a tank, you simultaneously deploy the guys inside, so we both wound up having exactly 4 units to deploy, so he went first. I naturally failed to seize.
I won't go too much into the details of the game because this is long enough but he deep struck the Custodes turn 1 and charged swarmy (whoops they don't have deep strike any more we learned later). Normally this would have been great for me, but 4 lascannons hitting on 2's from his land raider had robbed swarmy of 10 wounds prior to the fight starting, and he had first activation. The 2CP order interrupt is after 1 unit that charged goes...so couldn't do it. I could have used a re-roll to roll swarmy's invuln....but I forgot because I'm bad. First blood slay the warlord. After that, my Tyrant stayed locked with them for about 3 turns, killing only 1 (his invulnerable saves were on fire and I forgot to ever cast smite because I'm bad).
On the other side of the planet, my Genestealers and trygons started ripping through his tanks, but I can't roll 6's to save my life. They eventually went down but afterwards, I didn't have enough to finish off his land raider. He wound up tabling me with it, but we played it that the tanks couldn't be locked in combat (wrong) and when he fell back, he could shoot with the tank normally (also wrong I believe). So I lost on both fronts and was tabled turn 5 with his land raider and Custodes standing strong. Land raiders are hard to kill, even more so when they have a 2+/5++ and ignore wounds on a 6+ after that. Wow!
Post - game thoughts: A difficulty for us still seems to be anti-armor. Most everything being strength 6 is rough (woe is us). Rending claws help and so does old one eye, whom I now think is worth including on his own merits, even if he doesn't have any friends to buff nearby.
Game 2 to follow in next post
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Post by luke1705 on Jun 4, 2017 17:19:45 GMT
Game 2: 50 Power levels, vs Space Wolves
Mission: Purge the Alien (why do people always want to do that one to start?)
Deployment: Search and Destroy (new one where you deploy in a quadrant of the board but can't be within 9" of the center point of the board)
His List: Canis Wolfborn 3 Thunder Puppies Fenrisian Wolves (10ish?) Blood Claws (15 ish?) 10 tactical marines 1 dreadnought w/frost...cannon?
My list:
Swarmy Flyrant w/2x scytal, Ag, ts 20 Genestealers 1 Lictor 3 tyrant guard (ag, ts, crushing claws because why not)
Initial thoughts: He was going to go second, barring a seize. I like this new ability to make your list have the ability to go first most of the time, especially because the more units you have in reserve, the more likely you are to go first. Suits my alpha strike Nids play style perfectly. Of course, the counter to that is that your opponent can deploy the bulk of their force after you finish, giving a lot of tactical head fake options. Tons of strategy in deployment. Thankfully for this mission, I knew he would be sitting in the far corner to delay my assaults as long as possible, so there wasn't much guesswork or the ability for him to outsmart me in the deployment phase.
He failed to seize and we begin. I decided to just weather a turn of shooting with my tyrant guard and moved swarmy twice with swarmy's ability. Adrenal glands on the tyrant guard is so crucial. And it's great that swarmy's ability happens in the shooting phase after all other movement is done. Lots of advancing and it much else. Held swarmy and my flyrant back just enough to stay within range of the tyrant guard.
His shooting was really ineffective with catalyst up on my tyrant guard (which he correctly identified as the unit to shoot). He basically ignored my genestealers because he thought they were too far back, and his HQ and thunderwolves and blood claws were bubble wrapped with the fenrisian wolves in the farthest corner to deny me the ability to charge when I got there.
Unfortunately for him, on turn 2 I moved my genestealers twice with swarmy's ability. Not sure if they can advance while swarmy moves them but I've heard some people say they can. I haven't done it but even without that, that's still 16 + d6" in a turn. WOW! Like they can charge turn 1 in standard deployment with decent odds in some situations. So they got like 20" of total movement and totally flanked around so that they were able to pile in on his fenrisian wolves and engage them, as well as the dreadnought, which the genestealers finished off with ease (but smite did a ton of work on also - mortal wounds are sick!) Swarmy hit the tac squad with my flyrant and my lictor, whom had popped up that turn and made his charge, making short work of them as well.
At that point, he realized that he had boxed himself into a corner. His thinderwolves and wolf lord were actually getting move blocked by his bood claws so that he couldn't charge any of my units with any of them, and he conceded. This was because there is no end of turn pile in. You only pile in when you activate your unit to swing.
End of game thoughts: my opponent had some good tactical deployment ideas (about three of them actually) but botched the execution on two of them and was unpleasantly surprised with respect to the third one (my genestealer double move spoiled was would otherwise have been good positioning by him). It is at this point that I realize that Tyranids are actually lightning fast. You can play them with big bugs shooting *coughtwoexocrinescough* but the speed with which they can close on the enemy is literally unprecedented. I haven't tried the harpy or the hive crone yet, but assuredly I will. You could literally have an army that has the possibility to turn 1 assault with the entire army that also has the ability to go first 5/6 of the time or so. Welcome to 8th edition, where you either respect assault as a viable strategy or you become biomass. When's the last time you could say that?
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Post by gigasnail on Jun 4, 2017 17:59:18 GMT
Advance isnt separate from move, it *is* your move. You can use it w/ hive commander.
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Post by nidzy on Jun 4, 2017 18:08:06 GMT
Game 2: 50 Power levels, vs Space Wolves Mission: Purge the Alien (why do people always want to do that one to start?) Deployment: Search and Destroy (new one where you deploy in a quadrant of the board but can't be within 9" of the center point of the board) His List: Canis Wolfborn 3 Thunder Puppies Fenrisian Wolves (10ish?) Blood Claws (15 ish?) 10 tactical marines 1 dreadnought w/frost...cannon? My list: Swarmy Flyrant w/2x scytal, Ag, ts 20 Genestealers 1 Lictor 3 tyrant guard (ag, ts, crushing claws because why not) Initial thoughts: He was going to go second, barring a seize. I like this new ability to make your list have the ability to go first most of the time, especially because the more units you have in reserve, the more likely you are to go first. Suits my alpha strike Nids play style perfectly. Of course, the counter to that is that your opponent can deploy the bulk of their force after you finish, giving a lot of tactical head fake options. Tons of strategy in deployment. Thankfully for this mission, I knew he would be sitting in the far corner to delay my assaults as long as possible, so there wasn't much guesswork or the ability for him to outsmart me in the deployment phase. He failed to seize and we begin. I decided to just weather a turn of shooting with my tyrant guard and moved swarmy twice with swarmy's ability. Adrenal glands on the tyrant guard is so crucial. And it's great that swarmy's ability happens in the shooting phase after all other movement is done. Lots of advancing and it much else. Held swarmy and my flyrant back just enough to stay within range of the tyrant guard. His shooting was really ineffective with catalyst up on my tyrant guard (which he correctly identified as the unit to shoot). He basically ignored my genestealers because he thought they were too far back, and his HQ and thunderwolves and blood claws were bubble wrapped with the fenrisian wolves in the farthest corner to deny me the ability to charge when I got there. Unfortunately for him, on turn 2 I moved my genestealers twice with swarmy's ability. Not sure if they can advance while swarmy moves them but I've heard some people say they can. I haven't done it but even without that, that's still 16 + d6" in a turn. WOW! Like they can charge turn 1 in standard deployment with decent odds in some situations. So they got like 20" of total movement and totally flanked around so that they were able to pile in on his fenrisian wolves and engage them, as well as the dreadnought, which the genestealers finished off with ease (but smite did a ton of work on also - mortal wounds are sick!) Swarmy hit the tac squad with my flyrant and my lictor, whom had popped up that turn and made his charge, making short work of them as well. At that point, he realized that he had boxed himself into a corner. His thinderwolves and wolf lord were actually getting move blocked by his bood claws so that he couldn't charge any of my units with any of them, and he conceded. This was because there is no end of turn pile in. You only pile in when you activate your unit to swing. End of game thoughts: my opponent had some good tactical deployment ideas (about three of them actually) but botched the execution on two of them and was unpleasantly surprised with respect to the third one (my genestealer double move spoiled was would otherwise have been good positioning by him). It is at this point that I realize that Tyranids are actually lightning fast. You can play them with big bugs shooting *coughtwoexocrinescough* but the speed with which they can close on the enemy is literally unprecedented. I haven't tried the harpy or the hive crone yet, but assuredly I will. You could literally have an army that has the possibility to turn 1 assault with the entire army that also has the ability to go first 5/6 of the time or so. Welcome to 8th edition, where you either respect assault as a viable strategy or you become biomass. When's the last time you could say that? Couple of things: 1. Congrats on the win! I think this army is going to be a lot of fun and I feel like we have a ton of options to explore. To quote a friend of mine "what a time to be alive." 2. The stealers can advance and charge (swift and deadly rule) and hive commander allows you to advance with the extra move, but unless you have both onslaught and hive commander up on any other unit, they can't advance and charge in this way so it is a gamble to advance with say a flyrant with the intention of onslaughting him and moving again/charging with the hive commander ability. A savvy opponent is going to try to shut that (please do not swear) down with a deny roll. 3. There is a consolidate at the end of combat. So you pile in before you fight, then you consolidate and in both cases it must be toward the nearest enemy model. This is what makes hormagants so beast because you can spread them out then pile in and consolidate them into new combats without being overwatched.
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Post by Davor on Jun 4, 2017 19:07:40 GMT
Congrats on your 4 games. So how fun is the Nids to play in the new edition? I don't care to over power my opponents or have myself over powered. From reading your post it seems Nids are fun to play again. Am I correct in saying this from your post? Thanks for sharing and looking more impressions from you.
Davor
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Post by luke1705 on Jun 4, 2017 19:13:52 GMT
Game 3: 2000 points vs Ynnari
Mission: Emperor’s Will
Deployment: Dawn of War
His list:
2 farseers on jetbikes 2 2 man skyweaver squads 2 3 man reaver squads Yncarne Wraithlord Wraithlord I think there were 6 units of Scatbikes? They all had 3 guys in them. There were a lot of Scatbikes.
My list:
Swarmy Flyrant (scytal, RC, ag) Flyrant (scytal, RC, ag) Old One Eye
3 tyrant guard (lw + bs, ag) 3 tyrant guard (lw + bs, ag) Lictor
20 genestealers 20 genestealers 3 Rippers
Trygon w/ag Trygon w/ag
Pre-game thoughts: this ought to be a real test. Ultimate mobility in Ynnari bikes and I have 2 guns that I paid points for under duress with my Trygons. Can melee Nids work against a list that would have literally aced me off the map last edition had I tried to run it? One thing that I don't like is the lack of reference for what keywords mean things (like fly, etc). I think part of the issue is that a lot of times we are referring back to 7th edition with units being relentless or things like that. I have to keep reminding myself that this is a total reset - units aren’t relentless just because they’re bikes or MC, etc unless they have a rule that says they can fire a heavy weapon and move without the penalty. This affected his list of course, and we talked about it after the game saying that the shurikan cannon is probably going to be better in this edition due to the fact that his jetbikes will be able to move and shoot them without the -1 to hit penalty. (Someone please correct me if I’ve missed something and bikes aren’t subject to the -1 to hit rule for heavy weapons). In any case, whether he should have been hitting on 4’s or 3’s with his scatbikes wouldn’t have affected the outcome of this game.
He had a billion more units to deploy than me to clearly I had the initiative, barring a seize. He decided to set up his army entirely in one half of his deployment zone, and made no effort to make me go the long way across the board to get to him. His assumption was that his soulburst actions would generate enough offense for him as his units died.
He was wrong. A turn 1 hive tyrant charge without the swarm lord’s move ability plus a turn 1 trygon charge plus a turn 1 gene stealer charge (with the swarm lord’s move ability) proved to do a lot of horrible things to him. The Yncarne popped up in front of my one hive tyrant that couldn’t assault (but had smited a bike unit to death). Multi-charges against his bike units were brutal. I charged 4 bike units with my genestealers (2 wounds each on the jetbikes is nuts now!) and although one escaped because he was able to fall back with his soul burst ability, I killed the other two and brought the last one down to 1 wound. Soulbursting out of combat is absolutely huge, especially since his bikes just don’t care about falling back. Really negates a lot of multi-assaults, but again he can just fall back anyhow with no penalty due to the fly rule. The trygon rolled absolutely horribly against his Yncarne, taking it down to one wound (I really really need to learn how to use my re-rolls for things like d6 damage, etc, which is really sad because I played Fateweaver a ton last edition. I should really know better by now).
On his turn, he tried to focus down my hive tyrant but it lived with one wound. His yncarne had gained a couple wounds back from his dying friends and managed to chop my Trygon’s head clean off. He shot some genestealers but I made good saves. My alpha strike really neutered a lot of my offense and him using most of his shots on my hive tyrant, wounding on 4’s, really meant that he didn’t kill much at all of mine.
Turn 2 my second hive tyrant came into combat, a unit of tyrant guard came over to help out my dying hive tyrant with 1 wound left (effectively giving him 10 wounds again so long as I could make a 2 + look out sir) and the swarm lord went to hunt down some stragglers who thought they could run away. The second squad of genestealers hit hit back lines with Swarmy’s double move ability and it was effectively over. We played out that combat phase but it was clear it was over at that point and he conceded. Mortal wounds and rending had made quick work of the wraithlords that he had hoped would keep me locked in combat and away from his bikes and his soulbursts were like drops in the ocean.
Post-game thoughts: If you told me how one-sided this affair was going to be at the beginning, I absolutely would not have believed you. In fairness, he made a few tactical mistakes (mostly in deploying in such a way that it was like a multi-charge buffet) but with 2 trygons, each carrying 20 genestealers, he really didn’t have many options without sacrificing his soulbursts almost entirely. I just can’t believe that a pure melee army beat one of the top tier lists from 7th edition. Nerfing soulburst to only be one activation per unit death was huge. I think it’s still strong, but my army does exactly what Aeldari are terrified of - getting in its face before it has a chance to thin down the herd. I like that both strengths and weaknesses of armies are highlighted now.
Psychic defenses are really important. Both of us had the ability to cast and deny powers, although obviously his abilities were superior to mine. But this game was very different than the other 2 games I played, where previously I could cast with impunity, more or less. Every army really needs to have a parker or two, or else you’re leaving yourself open to a world of hurt. It may not FEEL awesome casting a generic power like smite, but let me tell you - the effects are awesome. And I bet more faction specific stuff is coming soon with the codes releases.
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Post by luke1705 on Jun 4, 2017 19:27:47 GMT
Congrats on your 4 games. So how fun is the Nids to play in the new edition? I don't care to over power my opponents or have myself over powered. From reading your post it seems Nids are fun to play again. Am I correct in saying this from your post? Thanks for sharing and looking more impressions from you. Davor It entirely depends on how you construct your list. I don't think the game I played against the Space Wolves player was a lot of fun for him. I actually thought going into the game that the Swarmlord and his retunue (which wound up being nearly half of my army, points-wise) was going to detract from my army's ability to do well, but the force multiplication of double moving proved to more than outweigh his cost. But again, he made some serious mistakes that meant that half of his army literally did nothing for the entire game, and I had a crafty move up my sleeve. The game certainly could have been a lot closer. 3 thunderwolves and a lord are no slouch in combat - they just never got there because of how he boxed himself in. I definitely think that Nids are fun to play. I mean, I've literally been waiting to be able to play assault Nids since I started playing in 4th. Having genestealers be the ones that carry the torch for me is just icing on the cake. But from what I've seen in watching a fair amount of games and talking to the other people at my FLGS, it seems like many more strategies and units are viable. Send Reece at Frontline Gaming a really nice christmas card or something (and the people at NOVA....and there was one other tournament scene that did extensive playtesting) because we can play what we want to play. Will there still be optimal and sub-optical units? Yeah absolutely. But every unit has a job that it does, and it can do that job effectively and not in an over-powered fashion. That being said, armies with strong synergies and strong force multiplication effects will have an advantage over other armies, but that's always been true. Just like a general who marshals his troops well will always have an advantage over one that does not. What I liken this edition to so far (and again, although I've seen or played in actual dozens of games of 8th, it's still a very small sample size) is the 7th edition codices from Eldar and Necrons. They had some pretty good internal balance. Not perfect, mind you, but you could take a lot of units and do very well. This was partly because many units were just better than everyone else's units, but you had a lot of options and very few of them were truly bad. For Nids, we can be shooty, we can be assault-based. We can be Nidzilla or horde, or anything in between. Even the previous problem with horde armies (time to move) is largely mitigated. The game takes a little while longer than it used to for the first 2 game turns, but after that, so much stuff is dead! Nothing lives long any more, which helps to speed up the game and also take out a lot of the un-fun elements from the game (the feeling of helplessness, that nothing I do can stop that 2++ re-rolling invulnerable save squad from mulching me). Hordes' other problem - getting to assault - is much better also because the stuff that SHOULD be a little faster (horms, genestealers, etc) actually are faster now, and you can take models from the back of your squad, so you're not getting shot out of charge range unless the squad is completely killed.
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Post by luke1705 on Jun 4, 2017 19:30:28 GMT
Thanks to giga and nidzy for the clarification on advancing with hive commander (will be awesome to use next game!) and to nidzy for clarifying that you do still consolidate at the end of combat even if you're engaged. Was reading that line wrong. Wish they would have just distinguished between "consolidation" and "end of combat pile-in" like they did in 7th, but it is pretty clear on reading it again. So tough to get rid of those 7th edition biases.
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Post by luke1705 on Jun 4, 2017 20:09:04 GMT
Game 4: 50 power levels vs Dark Angels
Mission: Purge the Alien
Deployment: Dawn of War
His list:
Sammael (not in his land speeder) Apothecary on bike Ravenwing Champion on bike 6 regular bikes (1 with plasma I believe?) 8 black knights Land Speeder
My list:
Swarmy Exocrine Trygon 20 Genestealers
Pre-game thoughts: Plasma used to be a big enemy of Tyranids, and now with even less cover to hide behind plus the ability for big guns like missile launchers to do d6 damage per wound, my big bugs aren’t going to be happy. Which is pretty much all of my bugs in this list. But my Genestealers are still going to show up and hopefully wreak some havoc.
Thankfully, he had to deploy one of his units first, which allowed me to set up my exocrine in range of one of his bike squads on turn 1, and he failed to seize on me. Two big changes for ravenwing (and anything that jinks) are that:
1. Jink is a 5+ invuln now, not 4+ cover 2. You can only gain the save if you advance on your previous turn, which means that you don’t get any alpha-strike protection
So he failed to seize on me, but he did deploy well. And this is where the exocrine just took over. The hitting on 3’s and shooting twice is absolutely spectacular. What an MVP. Did 6 wounds to the bikes, killing 3 of them because they each have 2 wounds. Then went and checked the profile on the exocrine and saw that each hit does 2 damage!!! First blood to the exocrine!
Swarmy ran up like a man and used his ability on himself (because I stupidly forgot to make it so that he would be able to be in range of my Genestealers for a guaranteed charge). But hey, Swarmy needs some action too so it wasn’t all bad. I was set up for turn 2 charges for sure. Unfortunately ,both my Trygon and my Genestealers failed their charges (command point re-roll didn’t even help).
On his turn, he went straight man mode and decided to completely ignore my Trygon and my angry horde of Genestealers and go for Swarmy. Since his volume of fire guys had bitten the dust, it made some sense. And in any case I was taunting Sammael so hard. The swarm lord wanted him bad. But he had the land speeder with missile launchers and a lot of plasma shots. He even went for the super-charged version of plasma to do double damage (killing one of his guys in the process. He almost killed his ravenwing champion with it, but he had some nice re-rolls of 1 to hit so that saved his bacon). In between all of the plasma and the land speeder, Swarmy was lain low, down to 4 wounds. The black knights and Sammael and the ravenwing champion charged in, and swarmy had to take it all before he could swing (I only had one command point left). I used said command point to save a wound that would have killed Swarmy and I passed! Swarmy was down to one wound. He swung but Sammael made some good saves and my only roll on a d6….a 2. Womp.
On my turn, the exocrine decided to move into range of the Land speeder, only hitting on 4’s and with only 6 shots, but I got 3 wounds through. BAM! Dead land speeder. My genestealers and the trygon charged in to help Swarmy, and in the psychic phase I manifested smite on an 11, doing d6 mortal wounds to Sammael! The roll was a 5, finishing him off with a vengeance! With the Genestealers I swung, finishing off his black knights. He used two command points to swing with one last act of desperation against Swarmy, and I am sad to say that being all out of command points, I was unable to keep him alive. But the rest of the biomass was consumed and the Hive Mind will just reincarnate him elsewhere.
Post-game thoughts: I know everything is a lot less durable but the bikes really felt it. To be fair, the exocrine seems like their worst nightmare, and I think in most other situations they would be a lot more durable. In combat, Swarmy’s invulns were just too hot to handle. Clearly the MVP of this game by far (although the exocrine definitely did the most heavy lifting. I was just happy that the Swarmlord took down Sammael). Yet another unchecked psychic phase made a big difference in the game. I’ll be the first to admit that I didn’t think that the psychic phase would have a very big impact on the game because of how they changed it….well I was wrong. Also, the 5++ on the hive tyrants and Swarmy now is absolutely amazing and makes a lot of sense that they would have some extra hive mind protection. Really goes a long way towards keeping them alive, and with catalyst on top of that and some tyrant guard....well you have a rather durable killing machine.
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Post by xenith on Jun 4, 2017 20:21:31 GMT
Hi, new to the forums, good to see things are going well!
Out of interest, was there enough space arounf the trygon to deploy 20 stealers? As the entire unit has to be within 3" of the trygon, I didnt think there would be enough room.
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Post by jesses on Jun 4, 2017 20:25:45 GMT
luke1705 Thanks for posting these up, a really fun read. One thing I think you are doing wrong is putting units in Reserve does NOT make it easier to go first. Setting up a unit in Reserve counts as a deployment so you still have to count those when alternating setting up units. Example: Step 1.) My opponent sets up a unit of Necron Warriors in a ruin. Step 2.) I set up a unit of Raveners underground using their burrow ability. Step 3.) My opponent sets up a Necron Overlord besde these Warriors. Step 4.) I set up a Carnifex opposite that Necron Overlord in my deployment zone. Step 5.) My opponent sets up a unit of Necron Immortals on a tomb world via the Monoliths ability. Ans so on. Setting things up in reserve allows you to fake out an opponent by using up one of your deployments off-board in a way that doesn't provide them much information, but it is still part of the alternating deployment system. Second point: if the Exocrine moves it hits on a 5+, not a 4+. It has a Heavy weapon and, unlike the Tyrannofex, is not immune to the -1 penalty. Its either standing still and hitting on a 3+ with two shooting actions, or its moving and hitting on a 5+ with only one. The Exocrine never uses its 4+.
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Post by luke1705 on Jun 4, 2017 20:27:08 GMT
Hi, new to the forums, good to see things are going well! Out of interest, was there enough space arounf the trygon to deploy 20 stealers? As the entire unit has to be within 3" of the trygon, I didnt think there would be enough room. Yep I mathed it out. The trygon has an enormous base and you can stagger 3 rows of genestealers because the 25 mm base is 0.98 inches. You won't be able to put them in front of the trygon or else the trygon won't be able to make a charge himself but the genestealers are fine. It can get a little tricky because the arms for the genestealers don't play well with each other, but I haven't run into an opponent yet who complains about it once they understand that the base sizes work.
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Post by luke1705 on Jun 4, 2017 20:30:26 GMT
luke1705 Thanks for posting these up, a really fun read. One thing I think you are doing wrong is putting units in Reserve does NOT make it easier to go first. Setting up a unit in Reserve counts as a deployment so you still have to count those when alternating setting up units. Example: Step 1.) My opponent sets up a unit of Necron Warriors in a ruin. Step 2.) I set up a unit of Raveners underground using their burrow ability. Step 3.) My opponent sets up a Necron Overlord besde these Warriors. Step 4.) I set up a Carnifex opposite that Necron Overlord in my deployment zone. Step 5.) My opponent sets up a unit of Necron Immortals on a tomb world via the Monoliths ability. Ans so on. Setting things up in reserve allows you to fake out an opponent by using up one of your deployments off-board in a way that doesn't provide them much information, but it is still part of the alternating deployment system. Thanks for that! Only would have changed one game's first turn priority so far thankfully. That's actually pretty solid because it provides an entirely different awesome reason for reserves. I can see what my opponent does for a number of his unit deployments before I put ANYTHING on the board.
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Post by jesses on Jun 4, 2017 20:52:10 GMT
Agreed, although it does lead to some funny situations. My last game was also with a heavy reserves army and we ended up getting halfway through our deployments before even a single model was actually on the board, haha.
There are a few ways to game the system though. Transports specifically say that when you set them up you simultaneously set up the unit embarked in them, which gives you essentially 2 deployments for the price of 1, and some abilities do this as well. The Trygon tunnel is one of them, which is nice.
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Post by luke1705 on Jun 4, 2017 20:56:37 GMT
Yep noticed that in the very first game I played actually that vehicles do that. They really want to sell those metal boxes. Making them basically as durable as a dreadnought and carrying people inside is great. Too bad my khorne berserkers will never get into a rhino lmao. MAYBE a land raider but really I'm just waiting for the FW book to come out and tell me how many points my dread claw drop pods are
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