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Post by Mindshred on Jul 12, 2012 5:12:33 GMT
I've played two "real" games so far, one against Eldar and one against Sisters of Battle. Both games were at 1500 points.
Against Eldar, I took 3 Tervigon (one as HQ), two units of 20-man devgants, a 6-man squad of raveners, and a tyrannofex. The raveners moved up quickly but ended up being charged by harlies, losing the combat by something like eight...and then just sitting there with smug grins on their faces thanks to Synapse making them fearless. Next turn I charged one of the 20-man devgant squads into the combat while a Tervigon stood nearby, and that was that. The rest of the battlefield was swarming with tervigons, and by turn 3 the game was essentially over, as I controlled both objectives and he was backed into a corner with 'gants on every side.
In the game against Sisters, my list was slightly changed. I took a Prime with 2x BS, DS, and regen in a 6-man unit of warriors with DS and ST, two tervigons, two 20x broods of devgants, two zoanthropes (in their own units), and a tyrannofex. I took some heavy shooting from the various flamers and heavy bolters and such, but even then the opponent conceded at the top of turn 3, as I had termagants everywhere, his vehicles were mostly gone, and his units were in combat.
In both games, sending a sacrificial squad of gants or a tervigon into melee to absorb overwatch fire ended up working out pretty well, and the spawning ability of the tervigons ended up drowning the field in baby bugs, which are pretty good for tying up units now that they don't have to worry about No Retreat wounds.
In the second game, I took telekinesis on the zoeys, and they both ended up with Objuration. In retrospect, I really should have stuck with the mind lasers, but they still did alright for themselves. The Tyrannofex never really put out alot of damage per se, but both games I had them park their butts in area terrain, and they absorbed an absorb amount of incoming fire, so they still carried their own weight.
The prime and warriors ended up doing really well for themselves, as they've got pretty decent shooting, combat, and endurance for a rather inexpensive price, and there just wasn't very much S8 fire coming there way with the Tervigons and Tyrannofex doing their things.
All in all, 8th is looking pretty good.
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Post by Illithid on Jul 12, 2012 8:26:00 GMT
Just had my 3rd game - this time against a Death Company / Sanguinary Guard Blood Angel squad. he had Assault a massive blob of Assault Marines, Death Company dread and a Storm Raven + Scouts.
I have to say, the Tyranids smashed through their 3rd game like butter. He conceded by Turn 4, but had lost around mid-turn 3.
Toughness 8-9 Monstrous Creatures are so tough - literally can wade them into combat against marines, their weapons do nothing - can not even wound! The tervigon has blown me away and made me a fan - from someone who refused to run them before.
To the random charge ranges - are you rerolling due to fleet Killme? I find it was difficult the first time, but am getting use to it and spending that extra time fleeting and using Rippers to soak up those overwatch and then attempting with my second unit.
I played a Stormraven today and yes, it pumped out 5 different weapon shots a turn, but in the end, it wasn't that bad, not sure what 2-3 would be to deal with.
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Post by jarog on Jul 12, 2012 9:22:45 GMT
So I've played 2 games in sixth ed now both 1500pts. First against SW: I've had: Tyrant (2x devourers, shell, Old Adversary) Tyrant Guard Tyrant (2x devourers, shell) Tyrant Guard tervigon (catalyst, poison) 10x gaunt 10x genes (broodlord) 3x 3hg my oponent had rune priest (jaws and something) wolf lord on wolf 3 cavalry 3x gh in rhino lone wolf LF I must say I had really bad luck. Jaws eat my tyrant, tervigon, 2x tg and 3hg. The rune priest just didn't want to die, LOS made him invincible and the cavalry couldn't make me get close to him. Also killing wolf lord was a pain but i managed to do that. I think LOS is a bit too strong but well we also have a deathstar unit . It ended 12:8. I had 3hg left and he had rune priest, LF and survivors of 2 GH squads. the second game I tried the flying tyrant I had: tyrant (2x devourers and shell) tyrant guard tyrant (2x devourers, wings) 2x tervigon 2x 10 gaunts 3x 3 hg my oponent had inqi (terminator armour, psycannon) 2x 10 terminator (psybolt, 2x hammer, 2x psycannon, 4x halberd) 1x 5 gk (psycannon, hammer) 2x drednought (psybolt, 2x tl autocannon) The flying tyrant was cool. He was very quick and he was always in range but just as I suspected he was too easy to shot down (He was grounded twice :/). The game was just shooting thanks to luck i had iron arm from biomancy on my walking tyrant. The power is amazing. Psycannons wounding gim on 6 and dreds o 5 . I managed to kill one dread, gk squad, 1x terminator squad and over half other termie squad. He killed both my tyrants. Won for me (annihilation) The next game i will try something like this: 2x Hive Tyrant (2x TL Devourers, Armoured Shell) 2x 1 TG 2x Tervigon (Catalyst) 2x 10 Gaunts 3x 3 HG Exactly 1500 pts The roster have good shooting and quite good cc (no one wants to fight tyrant in challenge). In bigger games i just add toxins for tervis, old adversary for warlord tyrant and more TGs. The rosters might look boring but they are realy fun to play .
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Post by nurglitch on Jul 12, 2012 12:36:45 GMT
All in all, 8th is looking pretty good. Okay, I lol'd.
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Post by Wolfnid420 on Jul 12, 2012 15:24:10 GMT
So, I haven't played as nids yet but I did see like 6 games the night 6th came out. At my lgs kids are undefeated in 6th(except for the NvN game lol) at 1000 1500 and 2000(tabled chaos turn 4 at 2k) and they.dominated each time. I also played a game basically with myself at 500 as SW and won one and lost one. But overall.I think.the kids are actually.gonna be pretty sweet. I saw ALot of hormagaunts some stealers and flyrants with full squads of zoeys and like no hive guard with.one player and tervigons with terms and a doom(he.didn't change his.standard list at.all for 6th, just became even more killy) for.the.other.guy.but.he.is.freakin good and won most games in 5th too! I think nids are a hell of a lot closer to the threat.they pose in their fluff
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Post by turndamage on Jul 12, 2012 19:22:09 GMT
PLayed a few games last week. Can't recall every play by play at this point, but I had some memorable moments that I will share with you. In a game against necrons:
I Tried out the Flyrant, went swooping on the first turn and nearly kissed the front line of necron warriors. The rest of my guys got to move up behind him. Every squad of necrons fired at him and (since they were all in range) got to double tap mostly. Each squad got a few hits, maybe 1 or two, 4 max, but they didn't manage to wound him. The Tyrant only fell to the ground after the last squad shot at him. Which, if you can imagine, just gave my other forces (and giant groups of squishy gaunts) a turn of running towards their targets without a shot fired at them.
Got assaulted by necron destroyer lord and 5 destroyers once I was on the ground (the Str 9 hit caused me a wound) and we got right into a challenge so his other destroyers were not hitting at all. Later, we both agreed that it was very bad for him to have done that: he should have detached the lord before charging because esentially he locked all of his other guys away without being able to shoot at my other forces (despite the reroll they gave the lord in the challenge for having 5 'watchers' in the combat. Mindshackles are still a nightmare in close combat, still so in a challenge. But my HT did manage to survive the first round.
Gaunts out of synapse....absolutely amazing. With the much improved feed, i'm practically begging them to fail their ld test before a good charge. +2 attacks is wonderful for them. Also, the variable charge was interesting and great. For gaunts, they were able to charge usually 9" or more each time (that reroll really helps) whereas the necrons fell short several times, even if only by an inch or two!
I can't tell you how amazing it was to have a gate of infinity tank-tyrant jumping around the board each turn. Necrons had nowhere to run. HT squad with the guards managed to jump to some lych guard (or whatever they were...the ones without the shields?) and devoured them easily. Then they jumped to behind the main force and harassed the necron warriors at the rear objective. Easy lunch.
Overwatch is a very cool feature. I lost a couple of gaunts here and there, at one point I lost as much as 4 guants charging a big warrior squad, but that's the most I've lost so far at ANY point in the games I've played during an overwatch.
Smash. Wonderful. HT smashed a Monolith into oblivion. Hitting any type of vehicle in 6th edition is just gravy for tyranids. add that to our S6 monsters who get to actually punch at S10...now every piece of armor fears us.
Necron Tesla guns are nasty on overwatch lol. When they roll that 6 to hit, they get a free 2 more. For gaunts that means wounding on 2s...and basically means removing them as casualties.
The game feels very dynamic now. Very fun. In my humble opinion less 'cheesy' than 5th. I personally like that people cannot take my whole guant squad out if they can only see 2 models. And I like how the wound allocation works with armor saves instead of weapons too. Also, had one of my guant squads focus fired by necron warriors. Lost the whole lot of them that were out of cover. Very effective and yet, left a small handful behind some ruins to fight again.
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Post by N.I.B. on Jul 12, 2012 23:44:32 GMT
I can't tell you how amazing it was to have a gate of infinity tank-tyrant jumping around the board each turn. Necrons had nowhere to run. HT squad with the guards managed to jump to some lych guard (or whatever they were...the ones without the shields?) and devoured them easily. Then they jumped to behind the main force and harassed the necron warriors at the rear objective. Easy lunch. You deepstrike and are prone to scatter, then you can't charge in the same turn and I assume your Tyrant unit isn't very shooty. How is that working for you?
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Post by N.I.B. on Jul 13, 2012 0:15:30 GMT
Had my fourth game tonight, against Necrons. We had a situation were I thought 'nonono, this can't be right'. But as far as I can tell, it was. He had a big unit of Scarabs, 8-9 of them. They were stretched out a bit and the place was pretty jammed with units and terrain. What happened was I charged in a Crushigon and my Deathstar (Hive Tyrant, Prime, 3 Guards). I expected to roll average and kill them all, hopefully in my opponents turn. Only the Tervigon, Tyrant, Prime and one Guard made it into btb because of spacing issues. So, Tyrant and Prime killed 5 bases between them. We removed the closest bases as you must, which meant my Guards couldn't Pile In far enough to get into btb and strike. They were still forced to move 3", and when it was time for I2 the Scarabs consolidated another 3" AND THEY GOT TO STRIKE! Sorry, really annoyed here. To pile on the sillyness, the Tervigon who was the first model to succesfully charge, couldn't get into btb either and after the combat phase was over, was stranded and out of combat without striking a single blow, and now able to be shot to hell. To summarize - I had a couple of models that were really good in combat, this meant I was punished by losing 12 S5 double Bonesword attacks, plus up to 7 S6 rerolling instakilling no armour attacks, and allowing the enemy unit to attack me instead of being annihilated. Seriously Games Workshop? I mean WTF!
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Post by Mindshred on Jul 13, 2012 3:34:22 GMT
All in all, 8th is looking pretty good. Okay, I lol'd. That's what happens when you play fantasy and 40k.
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Post by WestRider on Jul 13, 2012 4:13:20 GMT
Had my fourth game tonight, against Necrons. We had a situation were I thought 'nonono, this can't be right'. But as far as I can tell, it was. He had a big unit of Scarabs, 8-9 of them. They were stretched out a bit and the place was pretty jammed with units and terrain. What happened was I charged in a Crushigon and my Deathstar (Hive Tyrant, Prime, 3 Guards). I expected to roll average and kill them all, hopefully in my opponents turn. Only the Tervigon, Tyrant, Prime and one Guard made it into btb because of spacing issues. So, Tyrant and Prime killed 5 bases between them. We removed the closest bases as you must, which meant my Guards couldn't Pile In far enough to get into btb and strike. They were still forced to move 3", and when it was time for I2 the Scarabs consolidated another 3" AND THEY GOT TO STRIKE! Sorry, really annoyed here. To pile on the sillyness, the Tervigon who was the first model to succesfully charge, couldn't get into btb either and after the combat phase was over, was stranded and out of combat without striking a single blow, and now able to be shot to hell. To summarize - I had a couple of models that were really good in combat, this meant I was punished by losing 12 S5 double Bonesword attacks, plus up to 7 S6 rerolling instakilling no armour attacks, and allowing the enemy unit to attack me instead of being annihilated. Seriously Games Workshop? I mean WTF! I'm not sure that's how it works. At first I was, but some people pointed out that it may well be "if both Players' Pile In Moves at this Initiative Step aren't enough to make contact, go directly to Combat Res". The Bolded part is implied, and I can't decide, poring over it, which way it's supposed to work.
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Post by gloomfang on Jul 13, 2012 4:39:30 GMT
Only the Tervigon, Tyrant, Prime and one Guard made it into btb because of spacing issues. So, Tyrant and Prime killed 5 bases between them. We removed the closest bases as you must, which meant my Guards couldn't Pile In far enough to get into btb and strike. They were still forced to move 3", and when it was time for I2 the Scarabs consolidated another 3" AND THEY GOT TO STRIKE! Sorry, really annoyed here. To pile on the sillyness, the Tervigon who was the first model to succesfully charge, couldn't get into btb either and after the combat phase was over, was stranded and out of combat without striking a single blow, and now able to be shot to he'll. That sounds right. Suprised you charged in with the tervigon. The only question I have is on how you resolved it and what you used. Just want to make sure I have my facts right first. 1) I assume that 4 scarb bases not engaged in the combat at the start. 2) The larger base size of the scarbs ment you were more that 3" away so you were not in BtB with your guard once you killed the ones in BtB and within 2" of a model in BtB. 3)The scarabs piled in and were in BtB so they could attack. I assume that they did not pile into the tervigon. 4) The scarbs didn't kill anyone. The question is with the 3" pile in move for your tervigon you coudn't get within 2" of a friendly model in BtB? As there were at least 4 bases in BtB with 4 friendly units and with the size of all the bases involved I find that odd. Your tervigon would have had to be over 5" from the nearest friendly model.
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Post by Mindshred on Jul 13, 2012 4:45:18 GMT
Plus, even if you weren't able to attack, you should have still been able to pile in closer at the end of combat, neh? I don't have my book on my at the moment, but I'm fairly certain there's still a step at the end of combat to get people in closer.
I'm not sure why not being able to attack would boot your Tervigon out of an ongoing combat...
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Post by gloomfang on Jul 13, 2012 4:48:32 GMT
I'm not sure that's how it works. At first I was, but some people pointed out that it may well be "if both Players' Pile In Moves at this Initiative Step aren't enough to make contact, go directly to Combat Res". The Bolded part is implied, and I can't decide, poring over it, which way it's supposed to work. Your right. Pg 23. After the guard went to pile in and no one was in BtB the combat should have ended. As I think scarabs are fearless so no point in doing results. You should have then piled everyone in again in Init order and ended the combat still engaged. I have to keep that in mind.
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Post by N.I.B. on Jul 13, 2012 9:28:07 GMT
Only the Tervigon, Tyrant, Prime and one Guard made it into btb because of spacing issues. So, Tyrant and Prime killed 5 bases between them. We removed the closest bases as you must, which meant my Guards couldn't Pile In far enough to get into btb and strike. They were still forced to move 3", and when it was time for I2 the Scarabs consolidated another 3" AND THEY GOT TO STRIKE! Sorry, really annoyed here. To pile on the sillyness, the Tervigon who was the first model to succesfully charge, couldn't get into btb either and after the combat phase was over, was stranded and out of combat without striking a single blow, and now able to be shot to he'll. That sounds right. Suprised you charged in with the tervigon. The only question I have is on how you resolved it and what you used. Just want to make sure I have my facts right first. 1) I assume that 4 scarb bases not engaged in the combat at the start. 2) The larger base size of the scarbs ment you were more that 3" away so you were not in BtB with your guard once you killed the ones in BtB and within 2" of a model in BtB. 3)The scarabs piled in and were in BtB so they could attack. I assume that they did not pile into the tervigon. 4) The scarbs didn't kill anyone. Surprised, why? 1) 4 or 5. 2) Correct. 3) Correct. 4) Correct. The question is with the 3" pile in move for your tervigon you coudn't get within 2" of a friendly model in BtB? As there were at least 4 bases in BtB with 4 friendly units and with the size of all the bases involved I find that odd. Your tervigon would have had to be over 5" from the nearest friendly model. I think you spotted our mistake. I think the Tervigon could get within 3" of a friendly model in btb, but we assumed that rule only was for models in the same unit so I was trying to get around the deathstar without success. But looking now at the wording on page 23 I see that it only says 'During its initiative step, it is within 2" of a FRIENDLY MODEL in base contact with one or more enemy models in the same combat.' In other words, no requirement that the models need to belong to the same unit. Mystery solved!
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Post by guidebot on Jul 13, 2012 9:37:17 GMT
Sure thing; I posted my first 6e game a while ago in a report. It's heavy on pics but for those interested it's at thetyranidhive.proboards.com/index.cgi?board=Tactics&action=display&thread=39266 . I've noticed (from my own games and watching others) that: -Genestealers are not what they used to be -Hormagaunts are significantly worse then they were -Tervigons and Tyrants are now fairly buff, but I still wonder whether my flyrant is really worth as near as makes no difference 300pts. -I still can't get zoanthropes to do anything worthwhile. -Overwatch isn't too bad unless divination is in play, and is even pretty useful for us. -Warriors have been doing better for me, a bit. -Trygons still kill almost everything, especially with toxin sacs now! -Termagants are exactly what they were before; my favorite troops in the whole game.
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