Post by roxor08 on Nov 2, 2012 19:36:40 GMT
Hey guys,
My first 6th edition game:
Mission: The Emperors Will
Deployment: Dawn of War
Warlord traits:
Flyrant: (strategist that allows 1 unit to displace 3d6" or 3 units d6" after all infiltration/scout moves)
Chaos: Didn't matter...
Lists:
Tyranids:
Flyrant-1 set of BL-devs and Hive commander (this one was warlord), made hemorrhage and warp speed biomancy rolls
Flyrant-1 set of BL-devs and Old adversary, ade hemorrage and life leech biomancy rolls
x3 Hive guard
x10 devilgants in mycetic spore
x10 devilgants in mycetic spore
Tervigon-stinger salvo, TS, Iron arm, hemorrhage, warp speed
Tervigon-stinger slavo, TS, Iron arm, hemorrhage,
x20 gargoyles
x3 biovores
Trygon
Trygon
Chaos:
2 rhinos filled with khorne berzerkers and one had Karne the Betrayer(the warlord)
2 land raiders filled with chaos terminators
Helldrake
2 Defilers
Objectives were both placed on the same short side of the table.
Deployment:
Tyranids stacked all behind LOS blocking cover and in cover on the left side containing both objectives except for gargoyles which were deployed on the far right spread to maximum coherency.
Chaos (mistakenly because he wasn't really THAT experienced...) depolyed 2nd and spread his long edge. 1 rhino and defiler to the my left, both LR left of middle, Helldrake right of middle, defiler and 1 rhino right side.
Using the warlord trait, I moved the non warlord flyrant behind the gargoyles to throw off my opponent.
First turn went to nids where all applicable blessings successfully were cast. Both Flyrants swooped right diagonally behind gargs and fired at right rhino making it explode and zerkers have to get out taking a couple casualties. Otherwise, all other creatures move up. Biovores also manage a wound on the zerkers, except it is saved.
Chaos moves towards Tyranid deployment zone, except chooses not to move the LRs so they can fire at full capacity...(why the heck can't chaos LRs shoot at full capacity like SM LRs??!!) Once all the smoke clears, Helldrake fails to wound the non warlord flyrant and both defilers manage 2 wounds on the same flyrant grounding it in the process (so down to 1 wound). Zerkers charge the gargoyles along with the Defiler and fail to kill off all the gargs (WOOT!! 1 left :-P) Gargs also take down 3 of the zerkers.
To shorten story, Tyranids won by wipe out on turn 3...after not moving the LRs Tyranids manage to kill the helldrake with BL-dev fire from 1 Flyrant, the warlord flyrant charges into the zerker/defiler/gargoyle assault to deny him the potential kill from shooting. Hive guards pop other rhino and Trygon smokes the zerker squad + Kahrne inside.
His kill count=2-1 Trygon and 20 gargoyles.
Reflection? Dawn of War helped me extremely, along with several deployment mistakes on his part. Easy win, but I'm sure it will be different next time.
Question: Do you have to take a grounding test for EVERY hit on your FMCs or is it each round of shooting that your FMC is hit you have to take a grounding test. I know you only can take 1 wound from being grounded, but we played it as the following: For each 6 that was rolled when firing at an FMC I have to roll a d6. If fail ANY of those, the FMC is grounded, but I can only take a MAXIMUM of 1 str. 9 ap 2 hit that turn.
Input appreciated!
Thanks
My first 6th edition game:
Mission: The Emperors Will
Deployment: Dawn of War
Warlord traits:
Flyrant: (strategist that allows 1 unit to displace 3d6" or 3 units d6" after all infiltration/scout moves)
Chaos: Didn't matter...
Lists:
Tyranids:
Flyrant-1 set of BL-devs and Hive commander (this one was warlord), made hemorrhage and warp speed biomancy rolls
Flyrant-1 set of BL-devs and Old adversary, ade hemorrage and life leech biomancy rolls
x3 Hive guard
x10 devilgants in mycetic spore
x10 devilgants in mycetic spore
Tervigon-stinger salvo, TS, Iron arm, hemorrhage, warp speed
Tervigon-stinger slavo, TS, Iron arm, hemorrhage,
x20 gargoyles
x3 biovores
Trygon
Trygon
Chaos:
2 rhinos filled with khorne berzerkers and one had Karne the Betrayer(the warlord)
2 land raiders filled with chaos terminators
Helldrake
2 Defilers
Objectives were both placed on the same short side of the table.
Deployment:
Tyranids stacked all behind LOS blocking cover and in cover on the left side containing both objectives except for gargoyles which were deployed on the far right spread to maximum coherency.
Chaos (mistakenly because he wasn't really THAT experienced...) depolyed 2nd and spread his long edge. 1 rhino and defiler to the my left, both LR left of middle, Helldrake right of middle, defiler and 1 rhino right side.
Using the warlord trait, I moved the non warlord flyrant behind the gargoyles to throw off my opponent.
First turn went to nids where all applicable blessings successfully were cast. Both Flyrants swooped right diagonally behind gargs and fired at right rhino making it explode and zerkers have to get out taking a couple casualties. Otherwise, all other creatures move up. Biovores also manage a wound on the zerkers, except it is saved.
Chaos moves towards Tyranid deployment zone, except chooses not to move the LRs so they can fire at full capacity...(why the heck can't chaos LRs shoot at full capacity like SM LRs??!!) Once all the smoke clears, Helldrake fails to wound the non warlord flyrant and both defilers manage 2 wounds on the same flyrant grounding it in the process (so down to 1 wound). Zerkers charge the gargoyles along with the Defiler and fail to kill off all the gargs (WOOT!! 1 left :-P) Gargs also take down 3 of the zerkers.
To shorten story, Tyranids won by wipe out on turn 3...after not moving the LRs Tyranids manage to kill the helldrake with BL-dev fire from 1 Flyrant, the warlord flyrant charges into the zerker/defiler/gargoyle assault to deny him the potential kill from shooting. Hive guards pop other rhino and Trygon smokes the zerker squad + Kahrne inside.
His kill count=2-1 Trygon and 20 gargoyles.
Reflection? Dawn of War helped me extremely, along with several deployment mistakes on his part. Easy win, but I'm sure it will be different next time.
Question: Do you have to take a grounding test for EVERY hit on your FMCs or is it each round of shooting that your FMC is hit you have to take a grounding test. I know you only can take 1 wound from being grounded, but we played it as the following: For each 6 that was rolled when firing at an FMC I have to roll a d6. If fail ANY of those, the FMC is grounded, but I can only take a MAXIMUM of 1 str. 9 ap 2 hit that turn.
Input appreciated!
Thanks