Post by rampagingfex on Dec 16, 2012 23:52:02 GMT
GAME: 2000 points
Armies: Reserve based Tyranids vs Foot Gunline IG/Chaos
Scenario = The Relic
Deployment = Vanguard
First Turn = Tyranids win roll for deployment
Tyranid Army List:
265 - Hive Tyrant, Armored Shell, 2 Devourers, Hive Commander
60 - Tyrant Guard
160 - Tervigon x1 (HQ)
190 - Warriors x5, devourers, scything, spore pod, ripper tentacles
190 - Gaunts x15, devourers, spore pod, ripper tentacles
160 - Tervigon x1 (TROOP)
130 - Doom of Malan'tai, spore pod, ripper tentacles
161 - Y-stealers x7
210 - Trygon, Toxin sacs
240 - Trygon Prime
230 - Carnifex, 2 devourers, spore pod, ripper tentacles
IG/Chaos Army list:...
NOTE *** he might have had a couple more infantry squads, but I don't have the printed list**
Company Command Squad, Master Ordnance, Autocanon, plasmaguns x2
Platoon Command Squad with melta/plasma upgrades
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, missile, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, missile, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, missile, 6 lasguns, 1 laspistol
Heavy Weapon Squad with 3 Lascanons
Company Command Squad, Master Ordnance, Autocanon, meltaguns x2Heavy Weapon Squad with 3 Lascanons
Platoon Command Squad with melta/plasma upgrades
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Heavy Weapon Squad with 3 Mortars
Aegis Defense Line with Quad Gun
Guardsman Marbo (i.e. Rambo)
Chaos:
NOTE ** This would have been IG but he ran out of models and had to make points **
Sorcerer with level 3... telepathy
Chaos Marines x5 with plasmagun (and combiplasma?)
Havocs x7 with lascanons x4
Tyranid powers were: Iron Arm on Tyrant is PERFECT!
Deployment:
Scenario was relic with Vanguard, Tyranids going first. I tried to get some cover in case he stole the initiative, while being close enough to seize the relic as quickly as possible.
IG deployment: pretty much covers the entire deployment zone with ADL in front. He's planning on going to ground for 2++ save, and then using "get back in the fight" which he can issue a total of four times per turn, to keep firing at 100%. My only hope is to seize the relic, and drop enough stuff in the way so that he can't claim it. And, need to cripple his fire support enough so that he doesn't kill whatever I have carrying the relic.
Turn 1:
Tyranids run up to try and claim the relic. The Tervigons both attempt to get as much building in front of them as possible. The Hive tyrant gets T9 this turn and runs into the ruins center of the board planning to run out next turn and apply sheddershard beetles where they are needed most. Both tervigons spawn gaunts but the Troop tervigon runs out. HQ Tervigon, however, is still feeling in the spawning mood.
Turn 1: Bottom of turn
IG have an interesting view, and manage to kill most of the gaunts and put a couple wounds on the Hive Tyrant and Tyrant Guard despite their high toughness and cover save. The Armored shell means that only about 6 lascanons in the army were a threat at this point, and those needed to wound on 4+ and had a 4+ cover save. So, no units completely wiped out, Tyranids are feeling good. In the pic you can see the Hive Tyrant ready to pounce out of the ruin.
Turn 2: Top
With no openings behind the enemy lines, Tyranids are forced to drop in front. Everything arrives except the normal Trygon so the drop is pretty overwhelming. Most stuff lands on target, and those that do deviate are into decent positions. The warriors deep strike on the far flank, taking a conservative approach and leaving the center of the battle to the MCs. Tyranids manage to focus fire on one squad of guardsmen and earn FIRST BLOOD. Tyranids also claim the relic this turn. Y=stealers lost a pair to overwatch but managed to get into combat across the Defense Line, and nearly destroyed an entire squad, but luckily they stayed in combat. The Tervigon spawns gaunts and still doesn't run out. The new gaunts run up near the warriors and try to help the flanking effort. They Tyrant jumps out and shoots a squad of meltaguns removing several of them.
Turn 2: Bottom
IG manages to kill Doom (but not before he ate lots of fire), the Carnifex, the Trygon Prime, and loads of gaunts. The Y-stealers won their combat and prepared to charge some chaos marines.
Turn 3: Top
The trygon arrives, the Y-stealers continue to eat enemy squads but are now down to just 3 models. The Hive Tyrant gets into the middle of the battle and chooses between assaulting something or shooting the lascanon squad. With a 2+ save and T8 he goes for erradicating one squad of lascanons. Since he is across the Defense Line now, the best they can manage is 4+ cover save, and the S6 instakills them so he takes out 3 lascanons in one round.The Warriors shot them charged an infantry platoon, easily removing them and continuing up the weak flank. Trygon arrives and tries to get into the fight. The Tervigon gets into position to take control of the relic next turn.
Turn 3: Bottom
The Tyrant goes down to 1 wound, but manages to save just enough to stay alive. The sorcerer personally kills about 10 gaunts with a telepathy spell that made them attack each other, then killed a pod and earned a roll on the boon table. He's hoping to become a Daemon Prince. He detaches from the havoc squad and runs toward the enemy stronghold. Marbo shows up, and manages to kill many gaunts and forces them to drop the relic.
Turn 4: top
Tyranids are starting to get into the battle lines now. The warriors are planning to kill another squad, but killed so many with devourers that the enemy unit fled the battlefield before the warriors could assault them. The Trygon, having survived the last round of shooting with 2 wounds left, assaults a squad of chaos marines and kills them easily. The Stealers assault a squad of guardsmen and tie them up. Meanwhile, there are now gaunts aplenty behind the enemy lines. The Hive Tyrant is only T7 this turn, and he shoots and assaults a junior officer and his squad killing them outright. The Tervigon spawns more gaunts, doesn't run out, and runs back to stop the sorcerer and Marbo from getting to the relic. The other Tervigon picks up the relic, and she and a bunch of gaunts manage to kill Marbo.
Turn 4 Bottom
The Havocs finish off the Tyrant, and roll on the boon table, and the sergeant turns into a Daemon Prince. The Sorcers kills another squad of gaunts and manages to get another boon, but doesn't become a Daemon Prince.... he turns into a Spawn.
Turn 5: Top
The Tervigon having acquired the relic, and managing to take it behind the building realizes the only enemy unit that can stop it is the mortars which can fire indirect. Unfortunately they are low Strength high AP so the chances of doing damage are very low. Meanwhile, Tyranids continue to eat the enemy squads reducing their shooting. The game is nearly lost for the IG.
Turn 5: Bottom
The Spawn and Daemon Prince both kill some gaunts, but none that really matter. The game ends at the end of the turn.
FINAL SCORE: 6-1 Major Victory for the Tyranids
Tyranids: Relic (3) First Blood (1) Linebreaker (1) Slay the Warlord (1)
Imperial Guard: Slay the Warlord (1)
SUMMARY:
I felt very in control of the game, but could easily have been lost. If the enemy rolls a '5' on the Warlod traits and gets the +1 to enemy reserve rolls, that would hurt badly. Also, if there is not good terrain to hide behind, or if the IG went first, I would have been shot up much worse. In fact, this scenario and the Nids gaining first turn is pretty much the ideal game so I'm not sure I learned much about the survivability.
Quad Gun can essentially assure FIRST BLOOD if they want it. My opponent chose to INTERCEPT the Doom, but if he would have shot a pod it would have almost certainly earned the easy kill point.
Warriors were pretty good. They only had a little less shooting than the gaunts, but they had the same number of wounds (15) and the same unit cost (190) meanwhile they provide synapse, are good in close combat, and have 4+ armor save and have to lose 3 before a model is lost... plus they can move a guy to the back if he doesn't die outright. I think I like this unit, and will be playtesting it some more.
The Second Tervigon was amazing... I want to find a way to squeeze in a third one. Not sure how to do it though.
Doom was amazing. He made some 3++ saves against missile launchers, and forced lots of squads to shoot at him before dying. That helped so that only the Doom, the Prime, and the Carnifex died on the drop turn. I felt good about it, but thinking about it now, he managed to kill a lot...
After talking about the game, and talking some strategy, my buddy played in the tournament the next day. I stopped in at the start of game 3 and he was playing in the finals after winning his first 2 games. He ended up losing that game after running into a pair of Helldrakes with baleflamers (pretty much the worst matchup for this army) but it still made me feel better that his army was pretty good. If we played again and he went first or if the terrain was different it could easily have gone the other way.
-RF
Armies: Reserve based Tyranids vs Foot Gunline IG/Chaos
Scenario = The Relic
Deployment = Vanguard
First Turn = Tyranids win roll for deployment
Tyranid Army List:
265 - Hive Tyrant, Armored Shell, 2 Devourers, Hive Commander
60 - Tyrant Guard
160 - Tervigon x1 (HQ)
190 - Warriors x5, devourers, scything, spore pod, ripper tentacles
190 - Gaunts x15, devourers, spore pod, ripper tentacles
160 - Tervigon x1 (TROOP)
130 - Doom of Malan'tai, spore pod, ripper tentacles
161 - Y-stealers x7
210 - Trygon, Toxin sacs
240 - Trygon Prime
230 - Carnifex, 2 devourers, spore pod, ripper tentacles
IG/Chaos Army list:...
NOTE *** he might have had a couple more infantry squads, but I don't have the printed list**
Company Command Squad, Master Ordnance, Autocanon, plasmaguns x2
Platoon Command Squad with melta/plasma upgrades
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, missile, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, missile, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, missile, 6 lasguns, 1 laspistol
Heavy Weapon Squad with 3 Lascanons
Company Command Squad, Master Ordnance, Autocanon, meltaguns x2Heavy Weapon Squad with 3 Lascanons
Platoon Command Squad with melta/plasma upgrades
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Infantry Squad, autocanon, grenade launcher, 6 lasguns, 1 laspistol
Heavy Weapon Squad with 3 Mortars
Aegis Defense Line with Quad Gun
Guardsman Marbo (i.e. Rambo)
Chaos:
NOTE ** This would have been IG but he ran out of models and had to make points **
Sorcerer with level 3... telepathy
Chaos Marines x5 with plasmagun (and combiplasma?)
Havocs x7 with lascanons x4
Tyranid powers were: Iron Arm on Tyrant is PERFECT!
Deployment:
Scenario was relic with Vanguard, Tyranids going first. I tried to get some cover in case he stole the initiative, while being close enough to seize the relic as quickly as possible.
IG deployment: pretty much covers the entire deployment zone with ADL in front. He's planning on going to ground for 2++ save, and then using "get back in the fight" which he can issue a total of four times per turn, to keep firing at 100%. My only hope is to seize the relic, and drop enough stuff in the way so that he can't claim it. And, need to cripple his fire support enough so that he doesn't kill whatever I have carrying the relic.
Turn 1:
Tyranids run up to try and claim the relic. The Tervigons both attempt to get as much building in front of them as possible. The Hive tyrant gets T9 this turn and runs into the ruins center of the board planning to run out next turn and apply sheddershard beetles where they are needed most. Both tervigons spawn gaunts but the Troop tervigon runs out. HQ Tervigon, however, is still feeling in the spawning mood.
Turn 1: Bottom of turn
IG have an interesting view, and manage to kill most of the gaunts and put a couple wounds on the Hive Tyrant and Tyrant Guard despite their high toughness and cover save. The Armored shell means that only about 6 lascanons in the army were a threat at this point, and those needed to wound on 4+ and had a 4+ cover save. So, no units completely wiped out, Tyranids are feeling good. In the pic you can see the Hive Tyrant ready to pounce out of the ruin.
Turn 2: Top
With no openings behind the enemy lines, Tyranids are forced to drop in front. Everything arrives except the normal Trygon so the drop is pretty overwhelming. Most stuff lands on target, and those that do deviate are into decent positions. The warriors deep strike on the far flank, taking a conservative approach and leaving the center of the battle to the MCs. Tyranids manage to focus fire on one squad of guardsmen and earn FIRST BLOOD. Tyranids also claim the relic this turn. Y=stealers lost a pair to overwatch but managed to get into combat across the Defense Line, and nearly destroyed an entire squad, but luckily they stayed in combat. The Tervigon spawns gaunts and still doesn't run out. The new gaunts run up near the warriors and try to help the flanking effort. They Tyrant jumps out and shoots a squad of meltaguns removing several of them.
Turn 2: Bottom
IG manages to kill Doom (but not before he ate lots of fire), the Carnifex, the Trygon Prime, and loads of gaunts. The Y-stealers won their combat and prepared to charge some chaos marines.
Turn 3: Top
The trygon arrives, the Y-stealers continue to eat enemy squads but are now down to just 3 models. The Hive Tyrant gets into the middle of the battle and chooses between assaulting something or shooting the lascanon squad. With a 2+ save and T8 he goes for erradicating one squad of lascanons. Since he is across the Defense Line now, the best they can manage is 4+ cover save, and the S6 instakills them so he takes out 3 lascanons in one round.The Warriors shot them charged an infantry platoon, easily removing them and continuing up the weak flank. Trygon arrives and tries to get into the fight. The Tervigon gets into position to take control of the relic next turn.
Turn 3: Bottom
The Tyrant goes down to 1 wound, but manages to save just enough to stay alive. The sorcerer personally kills about 10 gaunts with a telepathy spell that made them attack each other, then killed a pod and earned a roll on the boon table. He's hoping to become a Daemon Prince. He detaches from the havoc squad and runs toward the enemy stronghold. Marbo shows up, and manages to kill many gaunts and forces them to drop the relic.
Turn 4: top
Tyranids are starting to get into the battle lines now. The warriors are planning to kill another squad, but killed so many with devourers that the enemy unit fled the battlefield before the warriors could assault them. The Trygon, having survived the last round of shooting with 2 wounds left, assaults a squad of chaos marines and kills them easily. The Stealers assault a squad of guardsmen and tie them up. Meanwhile, there are now gaunts aplenty behind the enemy lines. The Hive Tyrant is only T7 this turn, and he shoots and assaults a junior officer and his squad killing them outright. The Tervigon spawns more gaunts, doesn't run out, and runs back to stop the sorcerer and Marbo from getting to the relic. The other Tervigon picks up the relic, and she and a bunch of gaunts manage to kill Marbo.
Turn 4 Bottom
The Havocs finish off the Tyrant, and roll on the boon table, and the sergeant turns into a Daemon Prince. The Sorcers kills another squad of gaunts and manages to get another boon, but doesn't become a Daemon Prince.... he turns into a Spawn.
Turn 5: Top
The Tervigon having acquired the relic, and managing to take it behind the building realizes the only enemy unit that can stop it is the mortars which can fire indirect. Unfortunately they are low Strength high AP so the chances of doing damage are very low. Meanwhile, Tyranids continue to eat the enemy squads reducing their shooting. The game is nearly lost for the IG.
Turn 5: Bottom
The Spawn and Daemon Prince both kill some gaunts, but none that really matter. The game ends at the end of the turn.
FINAL SCORE: 6-1 Major Victory for the Tyranids
Tyranids: Relic (3) First Blood (1) Linebreaker (1) Slay the Warlord (1)
Imperial Guard: Slay the Warlord (1)
SUMMARY:
I felt very in control of the game, but could easily have been lost. If the enemy rolls a '5' on the Warlod traits and gets the +1 to enemy reserve rolls, that would hurt badly. Also, if there is not good terrain to hide behind, or if the IG went first, I would have been shot up much worse. In fact, this scenario and the Nids gaining first turn is pretty much the ideal game so I'm not sure I learned much about the survivability.
Quad Gun can essentially assure FIRST BLOOD if they want it. My opponent chose to INTERCEPT the Doom, but if he would have shot a pod it would have almost certainly earned the easy kill point.
Warriors were pretty good. They only had a little less shooting than the gaunts, but they had the same number of wounds (15) and the same unit cost (190) meanwhile they provide synapse, are good in close combat, and have 4+ armor save and have to lose 3 before a model is lost... plus they can move a guy to the back if he doesn't die outright. I think I like this unit, and will be playtesting it some more.
The Second Tervigon was amazing... I want to find a way to squeeze in a third one. Not sure how to do it though.
Doom was amazing. He made some 3++ saves against missile launchers, and forced lots of squads to shoot at him before dying. That helped so that only the Doom, the Prime, and the Carnifex died on the drop turn. I felt good about it, but thinking about it now, he managed to kill a lot...
After talking about the game, and talking some strategy, my buddy played in the tournament the next day. I stopped in at the start of game 3 and he was playing in the finals after winning his first 2 games. He ended up losing that game after running into a pair of Helldrakes with baleflamers (pretty much the worst matchup for this army) but it still made me feel better that his army was pretty good. If we played again and he went first or if the terrain was different it could easily have gone the other way.
-RF