Post by rpricew on Jul 24, 2012 18:58:20 GMT
So I got my first game in against Allies in 6th edition and I was both impressed and disappointed with it.
I was playing Necrons with Tau, and it was 1020 point game. We realized that we played the rules wrong about halfway through the game but went ahead and kept playing.
Tau was the primary army with Necron allies.
Tau Force:
Commander with Plasma
Pathfinders with Devilfish
Fire Warriors (only one unit which was our mistake...as he should have taken two)
Broadsides
Necron Allies:
Overlord with MSS
Cryptek with Veil
Immortal Squad
Wraith unit (whip coils)
Tyranids:
Tervifex (Iron Arm & Warp Speed)
Devilgants
Hive Guard
Harpy
Raveners (devourers)
Termagants
Game was purge the alien on a 4x4 board. We set up with corners.
I got first turn.
I killed the Devilfish with glancing hits from the Hive Guard. Shot the Fire Warriors dead with Termagants. Lost Devilgants to Immortal shooting and Wraith charging. Lost 2 Raveners to Railguns. Tervifex rolled perils on the turn he charged the wraiths and lost 5 wounds to lucky rending rolls, Harpy was Overwatched out of the sky by Str 10 rail gun delivering Instant Death, Immortals with Cryptek Overwatched the rest of the Raveners into oblivion. Overlord stood by watching while the Tau Commander didn't want to come in from reserves. Game ended turn 4 with Tyranids being swept.
What impressed me was how the two armies complimented each other but also made up for their weaknesses at the same time. However, my friends were using an illegal list, and one of them would have had to cut back on specialists units to fulfill the troop slots.
What disappointed me was the same fact. Allies allows for some cool mix-ups and synergies, but its at a sacrifice for redundancy in the army. If they aren't battle brothers then they have to work independently of each other and if they are allies of convenience, then it's even worse.
What have been your experiences with the new allies rules and your Tyranids?
I was playing Necrons with Tau, and it was 1020 point game. We realized that we played the rules wrong about halfway through the game but went ahead and kept playing.
Tau was the primary army with Necron allies.
Tau Force:
Commander with Plasma
Pathfinders with Devilfish
Fire Warriors (only one unit which was our mistake...as he should have taken two)
Broadsides
Necron Allies:
Overlord with MSS
Cryptek with Veil
Immortal Squad
Wraith unit (whip coils)
Tyranids:
Tervifex (Iron Arm & Warp Speed)
Devilgants
Hive Guard
Harpy
Raveners (devourers)
Termagants
Game was purge the alien on a 4x4 board. We set up with corners.
I got first turn.
I killed the Devilfish with glancing hits from the Hive Guard. Shot the Fire Warriors dead with Termagants. Lost Devilgants to Immortal shooting and Wraith charging. Lost 2 Raveners to Railguns. Tervifex rolled perils on the turn he charged the wraiths and lost 5 wounds to lucky rending rolls, Harpy was Overwatched out of the sky by Str 10 rail gun delivering Instant Death, Immortals with Cryptek Overwatched the rest of the Raveners into oblivion. Overlord stood by watching while the Tau Commander didn't want to come in from reserves. Game ended turn 4 with Tyranids being swept.
What impressed me was how the two armies complimented each other but also made up for their weaknesses at the same time. However, my friends were using an illegal list, and one of them would have had to cut back on specialists units to fulfill the troop slots.
What disappointed me was the same fact. Allies allows for some cool mix-ups and synergies, but its at a sacrifice for redundancy in the army. If they aren't battle brothers then they have to work independently of each other and if they are allies of convenience, then it's even worse.
What have been your experiences with the new allies rules and your Tyranids?