Post by No One on Jun 14, 2017 11:09:17 GMT
OK, had a 1500 pts game against IG. Running nids+GSC.
My list:
Battalion (Nids):
HQ:
Flyrant (2xDeathspitter, MRC, Pincer) 191
Flyrant (2xDeathspitter, MRC, Pincer) 191
Troops:
Terms (10) 40
Terms (10) 40
Terms (10) 40
Warriors (3, one with VC) 77
Fast:
Gargs (10) 60
Gargs (10) 60
GSC Battalion:
HQ:
Patty 150
Primus 76
Troops:
Acolytes (13) 143
Acolytes (13) 143
Acolytes (13) 143
Acolytes (13) 143
His list:
HQ
90 Straken
40 Primaris Psyker (Smite, Psykic Barrier)
31 Company Commander
ELITE
96 Veterans Autocannon 3 Plasma
16 Astropath Astromech (downgraded to laspistol), Gaze
50 Harker Payback
31 Commissar Bolter 1
TROOP
62 Miitarum Tempestus Scions 2 Plasma 14
62 Miitarum Tempestus Scions 2 Plasma 14
90 30x Conscripts
90 30x Conscripts
FAST
76 6 Rough Riders 64 Hunting Lances 12
76 6 Rough Riders 64 Hunting Lances 12
HEAVY
178 Leman Russ 132 Punisher 20 3 HB 24 SB 2
133 Manticore HB
133 Manticore HB
93 Wyvern HB
27 Heavy Weapons Mortars
93 Wyvern HB
Mission: EW, 4 objectives. The shenanigans started straight away – since the one who places the last objective chooses deployment style (and side), I used a CP to reroll my win into a loss. And then he did the same , leaving us on a 2 vs 2, rerolling into my victory again. Both wasted a CP for nothing changed.
I stuffed up objective deployments, placing them as I would cult (i.e. in a corner, away from everything to CA onto - but without RTTS, less units, no min squads to jump on etc...bad idea).
He picked Hammer and Anvil (which is what I'd have picked anyway).
TL;DR – a much nicer looking bat rep (with pics of my lovely models /s ) is here.
Deployment: Gaunts up against board edge (with one on a back objective), middle, warriors a bit far back in cover.
Gargs deploy left flank.
Flyrants deploy on the same flank as his tanks (my left), but in hindsight a bit far back – put them on a terrain feature...which didn't matter, because not infantry .
He deployed his tanks back left corner, conscripts in a nice chain to block off his entire DZ from cult, and screen everything.
T1:
Move up, advance gaunts into cover. CA everything (in hindsight, this is one of my errors).
Rolled Patty+unit first – 6! Bottom left to charge and wipe conscript squad. Primus next – 1, reroll, 6! Joins patty's unit, a bit further towards center. Characters in the middle (though I stuffed up patty, leaving him further back – i.e. out of range if I charged ). Next one was...also a 6? Deployed centre/right, to threaten characters/other conscript squad. Last one (or 3rd) was a 4 – right flank.
The 4/all should have gone down and threatened the left flank I think? Either that, or I should've taken advantage of 8ths reserve mechanics – patty+squad rolled a 6, stop there. Use them to eat conscripts, next turn come on with other 3 (2 with rerolls).
Psychic – cat on non WL flyrant (WL had survivor). Hypnosis and horror both onto punisher, both denied. Smite off a wound on the russ.
Shooting – killed a bunch of conscripts and a rough rider or 2.
Charge – new combat rules are messy, but a lot of shenanigans you can do with them. 2 squads on left were pretty standard. Top/middle – targeted left conscript, Characters and riders. Only made the charge on conscripts – but could then pile in onto the other targets (to an extent).
Activated them first, mulched most of the conscripts – then went with the centre unit, who piled in on the rough riders – I didn't declare as a target (which I should've), so I couldn't attack them, while they could attack me. But, denied them the charge, and left myself in combat still, unless they wanted to leave and do nothing. Similarly, consolidated into them with the other squad.
His T1: Can be summarised – most stuff left, shot everything to pieces. Lost all but a handful of acos left flank (including characters) and the squad on the right flank.
WL down to 2 wounds (forgot to roll my 5++, was rolling a 6+ armour. Don't think it made any difference. He...might have been rerolling 1s to wound when he shouldn't have been? There was a lot of reroll 1s in the backfield with Harker, orders and Wyvern, so it was a tad hard to keep track ), other flyrant untargeted.
OK, now summary turns (interesting stuff over . Also less happening. For slightly more detail, see the link earlier):
My T2: Flyrant charged russ, down to 4 wounds after smite. Gargs charge in, tie down basically everything (2 units of riders, characters, conscripts), leaving other unit of acos to charge in. They just killed each other over the rest of the game, essentially.
His T2: Kills of WL flyrant, starts mulching the gaunts. Kills last acos on left flank, kills some gargs.
My T3: Last flyrant charges manticore, horrors the other – almost kill it (down to 2 wounds) after a CP reroll on hit and 2 6s to wound. Acos finish off conscripts at this point I think.
His T3: Manticore+vets (just) kill flyrant. Scions come on and kill warriors. Call it here.
(Yes, I did just basically give up on writing things out ).
Anyway, thoughts:
Cult doesn't like bubble wrap/screens. I think they'll probably need some way to deal with that. Either as mentioned (send one in with a 5/6 and deal with it, rest later) or maybe something like devilgants. Though that brings its own issues with reserve limits...
Yep, 50% reserve definitely a kicker. I had 200 pts of nids (terms+warriors) sitting around useless, just filling unit requirements. Want to change that – in the theoretical, biovores seem a good alternative. Can still sit on a backfield objective, and just litter the board with spore mines (because target the closest? Eh, probably pass on mortal wounding conscripts ). While being cheaper than terms.
Other alternative – mucos are the cheapest, but also do nothing. Gargs were great – unfortunately I've only got the 20, and aren't quite as cheap as the terms. Likely well worth it though, when they contribute.
GSC characters were...very lackluster. Partly just due to dying . But yeah, would've preferred more units – might consider an iconward as a cheap HQ choice so that I can keep the CP, depending on what I do with nids. Because that's all that the characters did – CP (+4 including the Pimus' reroll, which I would've used a CP for otherwise). Considering they also took up 'slots' for CA (which were an additional '40 pts' wasted on terms)...
Speaking of CP – meh. Reroll for CA would be great, but didn't need – used it for a reroll of a cat perils, so got that off and didn't suffer D3 mortal wounds. An out of sequence combat activation – nothing important though. I ended up with...3 still I think? And last turn I wasted a couple last turn because I knew I wouldn't be using them otherwise. So, useful – but not worth too much effort to acquire is my initial thoughts (though that could definitely change.)
The fast engagement of the flyrants was great, as was cc output. Shooting, a bit less so – but that was partly poor target priority on my part. For ~200 pts, and they were still...reasonably survivable? Cult need that fast pressure I think – gargs, flyrants, maybe shrikes. Genestealers? Not sure how fast they'd be without SL – definitely with SL, though he's expensive and not fast fast.
Combat phase was an interesting mess – target everything that could possibly end up within 3" (bar very good overwatch), because you might be able to pile in and snag them. Especially the case with characters, otherwise they can Heroic intervention in and be untargetable. Pile in+consolidate gives you a lot of tools for pulling things into combat – if you can pull in things that don't want to leave...
Ramble over I think.
My list:
Battalion (Nids):
HQ:
Flyrant (2xDeathspitter, MRC, Pincer) 191
Flyrant (2xDeathspitter, MRC, Pincer) 191
Troops:
Terms (10) 40
Terms (10) 40
Terms (10) 40
Warriors (3, one with VC) 77
Fast:
Gargs (10) 60
Gargs (10) 60
GSC Battalion:
HQ:
Patty 150
Primus 76
Troops:
Acolytes (13) 143
Acolytes (13) 143
Acolytes (13) 143
Acolytes (13) 143
His list:
HQ
90 Straken
40 Primaris Psyker (Smite, Psykic Barrier)
31 Company Commander
ELITE
96 Veterans Autocannon 3 Plasma
16 Astropath Astromech (downgraded to laspistol), Gaze
50 Harker Payback
31 Commissar Bolter 1
TROOP
62 Miitarum Tempestus Scions 2 Plasma 14
62 Miitarum Tempestus Scions 2 Plasma 14
90 30x Conscripts
90 30x Conscripts
FAST
76 6 Rough Riders 64 Hunting Lances 12
76 6 Rough Riders 64 Hunting Lances 12
HEAVY
178 Leman Russ 132 Punisher 20 3 HB 24 SB 2
133 Manticore HB
133 Manticore HB
93 Wyvern HB
27 Heavy Weapons Mortars
93 Wyvern HB
Mission: EW, 4 objectives. The shenanigans started straight away – since the one who places the last objective chooses deployment style (and side), I used a CP to reroll my win into a loss. And then he did the same , leaving us on a 2 vs 2, rerolling into my victory again. Both wasted a CP for nothing changed.
I stuffed up objective deployments, placing them as I would cult (i.e. in a corner, away from everything to CA onto - but without RTTS, less units, no min squads to jump on etc...bad idea).
He picked Hammer and Anvil (which is what I'd have picked anyway).
TL;DR – a much nicer looking bat rep (with pics of my lovely models /s ) is here.
Deployment: Gaunts up against board edge (with one on a back objective), middle, warriors a bit far back in cover.
Gargs deploy left flank.
Flyrants deploy on the same flank as his tanks (my left), but in hindsight a bit far back – put them on a terrain feature...which didn't matter, because not infantry .
He deployed his tanks back left corner, conscripts in a nice chain to block off his entire DZ from cult, and screen everything.
T1:
Move up, advance gaunts into cover. CA everything (in hindsight, this is one of my errors).
Rolled Patty+unit first – 6! Bottom left to charge and wipe conscript squad. Primus next – 1, reroll, 6! Joins patty's unit, a bit further towards center. Characters in the middle (though I stuffed up patty, leaving him further back – i.e. out of range if I charged ). Next one was...also a 6? Deployed centre/right, to threaten characters/other conscript squad. Last one (or 3rd) was a 4 – right flank.
The 4/all should have gone down and threatened the left flank I think? Either that, or I should've taken advantage of 8ths reserve mechanics – patty+squad rolled a 6, stop there. Use them to eat conscripts, next turn come on with other 3 (2 with rerolls).
Psychic – cat on non WL flyrant (WL had survivor). Hypnosis and horror both onto punisher, both denied. Smite off a wound on the russ.
Shooting – killed a bunch of conscripts and a rough rider or 2.
Charge – new combat rules are messy, but a lot of shenanigans you can do with them. 2 squads on left were pretty standard. Top/middle – targeted left conscript, Characters and riders. Only made the charge on conscripts – but could then pile in onto the other targets (to an extent).
Activated them first, mulched most of the conscripts – then went with the centre unit, who piled in on the rough riders – I didn't declare as a target (which I should've), so I couldn't attack them, while they could attack me. But, denied them the charge, and left myself in combat still, unless they wanted to leave and do nothing. Similarly, consolidated into them with the other squad.
His T1: Can be summarised – most stuff left, shot everything to pieces. Lost all but a handful of acos left flank (including characters) and the squad on the right flank.
WL down to 2 wounds (forgot to roll my 5++, was rolling a 6+ armour. Don't think it made any difference. He...might have been rerolling 1s to wound when he shouldn't have been? There was a lot of reroll 1s in the backfield with Harker, orders and Wyvern, so it was a tad hard to keep track ), other flyrant untargeted.
OK, now summary turns (interesting stuff over . Also less happening. For slightly more detail, see the link earlier):
My T2: Flyrant charged russ, down to 4 wounds after smite. Gargs charge in, tie down basically everything (2 units of riders, characters, conscripts), leaving other unit of acos to charge in. They just killed each other over the rest of the game, essentially.
His T2: Kills of WL flyrant, starts mulching the gaunts. Kills last acos on left flank, kills some gargs.
My T3: Last flyrant charges manticore, horrors the other – almost kill it (down to 2 wounds) after a CP reroll on hit and 2 6s to wound. Acos finish off conscripts at this point I think.
His T3: Manticore+vets (just) kill flyrant. Scions come on and kill warriors. Call it here.
(Yes, I did just basically give up on writing things out ).
Anyway, thoughts:
Cult doesn't like bubble wrap/screens. I think they'll probably need some way to deal with that. Either as mentioned (send one in with a 5/6 and deal with it, rest later) or maybe something like devilgants. Though that brings its own issues with reserve limits...
Yep, 50% reserve definitely a kicker. I had 200 pts of nids (terms+warriors) sitting around useless, just filling unit requirements. Want to change that – in the theoretical, biovores seem a good alternative. Can still sit on a backfield objective, and just litter the board with spore mines (because target the closest? Eh, probably pass on mortal wounding conscripts ). While being cheaper than terms.
Other alternative – mucos are the cheapest, but also do nothing. Gargs were great – unfortunately I've only got the 20, and aren't quite as cheap as the terms. Likely well worth it though, when they contribute.
GSC characters were...very lackluster. Partly just due to dying . But yeah, would've preferred more units – might consider an iconward as a cheap HQ choice so that I can keep the CP, depending on what I do with nids. Because that's all that the characters did – CP (+4 including the Pimus' reroll, which I would've used a CP for otherwise). Considering they also took up 'slots' for CA (which were an additional '40 pts' wasted on terms)...
Speaking of CP – meh. Reroll for CA would be great, but didn't need – used it for a reroll of a cat perils, so got that off and didn't suffer D3 mortal wounds. An out of sequence combat activation – nothing important though. I ended up with...3 still I think? And last turn I wasted a couple last turn because I knew I wouldn't be using them otherwise. So, useful – but not worth too much effort to acquire is my initial thoughts (though that could definitely change.)
The fast engagement of the flyrants was great, as was cc output. Shooting, a bit less so – but that was partly poor target priority on my part. For ~200 pts, and they were still...reasonably survivable? Cult need that fast pressure I think – gargs, flyrants, maybe shrikes. Genestealers? Not sure how fast they'd be without SL – definitely with SL, though he's expensive and not fast fast.
Combat phase was an interesting mess – target everything that could possibly end up within 3" (bar very good overwatch), because you might be able to pile in and snag them. Especially the case with characters, otherwise they can Heroic intervention in and be untargetable. Pile in+consolidate gives you a lot of tools for pulling things into combat – if you can pull in things that don't want to leave...
Ramble over I think.