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Post by Deleted on Apr 3, 2016 21:41:34 GMT
Appreciate the runthru's, I know trying to cite those from memory can be tedious.
Good luck!!!
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Post by tylertt on Apr 3, 2016 22:34:27 GMT
Good luck! Hoping to hear the Nid win spree continues.
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Post by Hive Tyrant Qiln on Apr 4, 2016 3:24:15 GMT
Good luck! Hoping to hear the Nid consummation spree continues. FTFY
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Post by deviousdonut on Apr 4, 2016 15:52:21 GMT
Ok so I ended up taking 5th overall after losing game 5 to drop pod battle company cause we only finished 3 turns and he had 28 obsec units. But on to all the game summaries
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Post by deviousdonut on Apr 4, 2016 17:23:01 GMT
Game 3: vanguard strike kill points
His list:
Knight archon (7-2 hell storm template, machine destroyer cc weapon)
Knight warden (double battle cannon, gatling gun, stormspear missile, bs/ws5, rolled the reroll saves of 1)
Knight errant (melta cannon, stormspear rockets, d-sword)
All obsec
3 grav centurions in a pod with librarian with hunters eye
And 5 scouts
5 man Inquisitorial squad with 2 plasma guns and servo skulls in a rhino
I have the corner to my right to deploy in and he puts his servo skulls in such a way that I can only infiltrate my army in a ruin to my left on my side of the table.
I rolled the infiltrate warlord trait making me only place the 3 warriors out of line of sight in ruins on my objective 1 and infiltrating the rest of my army.
His deployment he puts his archon right across from the 1 ruin I can infiltrate in, with the inquisitorial rhino on an objective right behind it where his scouts also hid out of sight, his warden in the middle and errant on my right.
I decided to put everything in the ruin across from his archon planning on screening it with my gargoyles so he couldn't get close enough to flame it in the first turn, if he siezed I would be screwed as one flamer would kill at least half my army. Ghosar went to pick on the scouts and the stealers on the rhino. Luckily he didn't sieze and the game was on.
I moved the gargoyles their 12 and ran to screen the archon while everyone else stayed just outside of 16" of him. The flyrants flew one on each side and one in the rear of the archon (able to get rear cause of infiltrate) my psychic phase warp Lance actually did one hull point to the archon. Then one more from shooting on the right with a Flyrant through 4+ cover and 2 more hullpoints from the Flyrant in the back with no save. The archon had 2 hp left and the lascannons shot and did nothing so it was up to the one Flyrant who was against the ion shield, I get 3 glances and he rolls 1,2,4 dropping the archon turn one. Huge sigh of relief for me knowing that was basically the game right there. The explosion killed 6 gargoyles and a scout. Ghosar charges in and only kills 2 scouts who hit and run away while the stealers only shake the rhino but make the crew inside snap fire. No longer afraid of the giant flamer the rest of my army runs to the edge of the ruin.
His turn his centurions come in and they don't want to go near the massive army in my ruin so they drop next to my warlord Flyrant. He casts prescience on them but I deny it. He then shoots all the wardens guns into the ruin where I only lose a couple guys with 2+ cover, the stormspears each fire at a different Flyrant hoping to make me jink. I don't fall for it and he misses. His plasma guns shoot at warlord who doesn't jink and they not only miss but lose a guy to overheat. He finally unleashes all the grav at the Flyrant who closes his eyes and prays but doesn't jink. He ends up with only 1 hit out of 15 and does a wound , the hurricane bolters then hit 9 times but fail to wound. I pass my grounding check.
My turn 2 had the mawloc come up and kill a centurion and librarian (didn't scatter cause of lictor) all 3 flyrants fly to once again get left right and rear of the errant (warden was at wrong angle) and manage to do 5 hp with all the shooting, warp Lance and lascannons to it but it lives. the gargoyles move 12 and assault the warden tying it up, the cult moves up to replace the gargoyles on my next turn and ghosar and the stealers charge the remaining cents leaving one left with one wound who hits and runs out.
His warden kills about half the gargoyles with stomps but remains tied up. His rhino ran away to the edge of the board and popped smoke. His centurion shot at a lictor and killed it. The errant ran away and tried a couple potshots but was ineffectual.
My turn 3 I had the gargoyles ds out of combat with the knight and 2 lictors, the hybrids and the aberrants all replaced them by charging in. Ghosar went to finish off the last centurion, the stealer ran to the side of the rhino blocking the door, 2 flyrants flew to the other side of the rhino while the 3rd took the last hp off the errant. The first Flyrant killed the rhino while the second gunned down the squad who had to get out right next to him cause of the stealer blocking the other side. Ghosar killed the cent and the cultists shot the last 3 scouts to death. All my rending attacks did 3 hp to the warden and the hammers did 1 more.
Having only a warden with 2 hp left against basically my whole army my opponent congratulated me on a great game and went on to win best sportsman at the event.
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Post by deviousdonut on Apr 4, 2016 18:21:22 GMT
Day 2 Game 4 scouring hammer and anvil
This was my favorite game of the event and really came down to the wire. He was running... Chaos Renegades. The TO of the event came over to us and actually praised us saying he was so happy to have chaos and tyranids undefeated after day 1 lol
His list: (From memory) Master of ordnance tyrant with command squad (allows him to fire ordnance on his own guys even into combat) Second command squad 6x3 chaos spawn 5x25 zombies 3x2 earthshaker cannons 3x3 rapier laser batteries Nurgle Herald 5x3 nurglings VSG
So just to reiterate, that's 6 units of artillery, 18 spawn, 125 zombies, 15 nurgling bases, and 2 command squads, all in 3 void shields and I had an open field to march across on hammer and anvil to get to him. We both had 3 ruins in our deployment zone but there were only 2 small craters in the no-mans land
I end up deploying all flyrants warriors and gargoyles in my center ruin up against the deployment line. He then spends 30 minutes putting the earthshakers against the back line and the spawn against the front and filling in the middle with all the zombies. And I literally mean fill I couldn't infiltrate ghosar and the stealers one inch away together in his deployment zone. I was however barely able to deploy them individually right next to his earthshakers literally with their bases on the back table edge. and barely that 1" away. Everyone else deployed as far up as they could, (still only 6" in front of the rest of my army) and once again hoped I didn't get seized on cause I was out in the open with the whole cult. He failed to seize and I ran the cult up into the craters and flew the flyrants into his face, and the gargoyles swept forward screening my units from his counter charge. I screamed at his zombies who are ld - by the way and killed 22 of them total from 4 squads. Then in shooting I killed 2 units of spawn. Ghosar assaulted one earthshader battery while the 2 stealers assaulted the other. Ghosar killed 3 and won combat running them down, the 2 stealers lost one in overwatch and only killed 1 crew in cc who then stuck in combat.
His turn his zombies mauled ghosar and the last stealer while more zombies charged my gargoyles. His spawn ran around to get to the juicier cult target. His rapier batteries shot down my 2 lictors in the craters while his only free earthshaker luckily scattered off my hybrids.
My turn 2 had both mucolids mishap and die, then the mawloc trying to hit the juicy target of zombies that were still grouped from killing the stealer but scattered off and only killed 3 before popping up. My flyrants flew into the voidshields in the space left by the killed earthshaker crew and started screaming away and shooting more zombies and spawn. My gargoyles ds out of combat with the zombies back home by the warriors to prepare for a turn 3 counter charge against anything that got too close. My cult moved up and prepared to get charged by plenty of spawn and zombies
His turn 2 his rapiers all shot at the mawloc doing 4 wounds through its ruin cover save. He decided it was worth it and fired both earthshaker squads at it as well to finish it off and kill bunches of zombies in the process. He scattered off the table with the first shot and only did one wound with the second, killing 6 zombies and leaving the mawloc with 1 wound left. He charged it with zombies and my hybrids with 4 spawn and the nurgle herald, and my cultists with another 3 spawn. A squad of nurglings ds on my back objective guarded by a lictor and another squad outflanked onto the crater where the cultists and spawn were. My hybrids ate through all the spawn and the nurgle herald before they could attack surprising my opponent at how good they were, better genestealers than genestealers are sadly. His other spawn only got 2 attacks each and killed 4 cultists who stuck in combat. The mawloc whiffed his attacks but made both armor saves against the zombies, then rolled a 6 to hit and run and decided it would rather become zombie meat.
by turn 3 the TO said we had 20 minutes left and to split the turns up for 10 minutes each.. the bad part of him having so many models and having to roll ld for every unit multiple times every turn because of screams just took forever. He certainly wasn't slow playing, just the nature of his army
My turn 3 had the flyrants having to pick poor targets cause not enough room and bad angles to shoot but dropped on objective 3 and still screamed and shot away all enemies. The abberants failed a 5" charge against a rapier squad and the gargoyles tried to help out the cultists to hold an objective 2 in the crater but got slaughtered in combat and his nurglings had obsec anyways. My lictor whiffed against his nurgling that was on my 3 pt objective. My hybrids killed off more zombies to hold the other objective 2. My warriors sitting on my objective 1.
His turn He ds in 3 more obsec nurgling squads onto each of the objectives and scored a direct hit with all 3 of them giving him the primary. We then did the only 2 things that mattered, he tried to shoot down my warlord but failed, (most his artillery had been screamed away) but the zombies were able to kill the mawlocs last wound which gave him big game hunter.
The game ended with him having primary, me having maelstrom. So the bonus points went to both of us having linebreaker but the mawloc dying gave him big game hunter as his most expensive unit was the earthshaker battery at 120 points.
Renegade victory 6-5
And as a side note this player went on to win the whole event.. going undefeated with renegade artillery. He told me I was the only player to even kill an artillery unit. I guess artillery in a VSG surrounded by 125 bodies that all have 4+ FNP. While having 5 ob sec ds squads and 6 beast squads makes for a powerful army
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Post by deviousdonut on Apr 4, 2016 18:47:34 GMT
Game 5: Big Game Hunter against red scorpion drop pod battle company
I'm going to be honest, I don't really want to go into much detail about this one as it just wasn't a fun game at all, I played the exact same list in game 4 at LVO with my war convocation and it was my only loss for the same reason I lost this game. My opponent was still a great guy and nothing against him I just hate playing this list in a tournament setting.
The gist of the game is he had everything in drop pods in reserve so I infiltrated my whole army, half on my side and half on his side. He went first and ds in the first 7 pods and killed all my infiltrated cult on his side of the board. My flyrants then flew over and spent the rest of the game killing all the marines there.
His second turn his 7 other pods all came in and he put them all on my half of the table.
Long story short I was able to kill all the marines on the board but the game was called with time after turn 3 again because it took him forever to decide where to put all the pods and constantly having to walk back and forth around 4 tables to grab a squad of 5 guys then walk back to put them down and repeat 7 times each turn just took forever. He didn't necessarily slow play, at least it didn't seem intentional. But I only killed all the marines in 3 turns and still had at least 2 drop pods on each of the objectives when time was called. 3 turns is just not enough time to kill 28 obsec units.
Battle company victory 10-2
This guy then went on to play the renegade artillery guy I played in game 4 in the finals and lost to take 2nd place
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Post by gigasnail on Apr 4, 2016 19:05:28 GMT
Great showing, and I feel you on the battle company. It's not a question of being able to kill them all, it's killing them all in 3 turns. Had the exact same thing happen to me last tournament I went to, and it wasn't even a good list.
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Post by deviousdonut on Apr 4, 2016 19:30:35 GMT
Game 6: Crusade against Eldar Iyanden detachment
His list 3x8 iyanden guardian equivalent with 2 flamer and 2 power sword in each 2 far'seer 5 wraithblade 5 d-scythe wraithguard in serpent 5 d-shot wraithguard in serpent vaul artillery viper war walker with 2 scatter lasers wraithlord with 2 flamer and ghostglaive wraithknight with 2 scatter laser and ghostglaive and shield
This game was fun and fluffy but I dreaded going against a wraithlord as I have never killed one with my tyranids before.
I had first turn and deployed the 3 flyrants in a ruin in the center, along with my warriors and gargoyles
He deployed the wraithknight directly across from me, surrounded by the guardians and had the rest of his army off to the left.
I infiltrated everyone up into some ruins in the middle of the table and ghosar and 2 stealers up against the d-scythe waveserpent.
He failed to seize the initiative and Ran everyone forward, gargoyles ds in right in front of his wraithknight and flyrants shooting his war walker for first blood (actually took all 3 of them to kill it..)
Then in my assault phase we had a bit of a sticking point, his wave serpent with his d-scythes was parked with its rear up against his back table edge to ensure I wouldn't get rear armor. So I had ghosar assault it's back right and the 2 stealers assault its back left. When the vehicle was wrecked the door is up against the table edge and is surrounded by ghosar and the 2 stealers. In my mind that makes the unit destroyed as they cant disembark 3 inches from the door without entering within 1" of my model. I never even said anything about this to my opponent who when the vehicle died silently looked up the rule in the rulebook for about 5 minutes before measuring 6" from the back door on top of the wave serpent and placing his models on top of it. Not wanting to get in an argument because it was the final round and I was already 3-2 and just wanted a fun game I let him have it. But let me know if you agree with me on the belief the unit should have been destroyed.
Anyways, his turn 1 he ended up shooting 2/3 of his army at ghosar who just wouldn't fail a 4+ save, he finally goes down and all my opponent has left is his d-scythes who battle focus their 6" and flame down my entire gargoyle squad. The wraithknight had shot at the gargoyles and ghosar and was therefore left with nothing to charge
My turn 2 the mawloc came up without scattering because of the lictor and killed 4 wraithblades and 2 d-scythes. A flyrant went rear armor on his other wave serpent and blew it up while another killed 3 of the wraithguard that came out. The 3rd flyrant killed his viper. Then the big thing of the turn was I charged in 2 lictors and all the hybrids against his wraithknight. Here my opponent ended up causing us to argue anyways as he said str 4 couldn't hurt Toughness 8, I explained to him that with rending I could, and even showed him the line in the rulebook where it says "regardless of toughness". I ended up getting the judge while he got 3 of his friends lol. His friends all said he was right but the judge said I was right so I went on to start rending away. The lictors 10 attacks did a single rend which he made his FNP. Then the 48 zealot rending attacks from the hybrids did all of 4 rends, which he thankfully failed 3 of. But then the primus actually got his 6 to wound which is rending and instant death, but the knight passed his 5++. The Knight killed both lictors and 2 hybrids with his sword then stomped another 6 hybrids to death. I stuck in combat cause of zealot. The 2 stealers ate the d-scythe overwatch while the lictor charged in and killed one in combat and took a wound in return to tie combat.
His turn 2 he ran all the guardians towards objectives while the wraithlord charged the lictor with the scythes and annihilated him easily, but not before the lictor killed one more flamer out of spite. His 2 d-shots missed my flyrants and the wraithlord took one more rending wound before killing the primus and the rest of the hybrids.
My turn 3 I psychic screamed 1 wound off the wraithknight and used the magos to psychic shriek the final wound off officially killing my first wraithknight with tyranids. I was able to shoot down the last of the flamers and most of the guardians, the abberants charged the wraithlord losing 2 to his attacks then killing him with thunderhammers. the mucolids actually double teamed the last 3 guardians, one dying to overwatching flamers but the second made it in and blew them up gloriously tabling my opponent in a final explosion.
Nid victory 11-0
So overall I had 4 max point wins, a 5 point loss and a 2 point loss to take 5th place. while my only 2 losses had gone on to face eachother in the finals. I was excited that I played 6 entirely different lists that are all variants of common tournament lists. I never had a single game reach turn 4 which has never happened to me in an event. This list is a little slower setting up because I have 9 infiltrating units I have to measure out, but other than that I know I'm not a slow player.
Had a blast at the event and definitely love playing this style of nids, despite what others have said the flyrants and GSC complement each other really well, anything the flyrants couldn't shoot down the cult could normally rend to death, and if neither were possible psychic screams normally saved the day. I only rolled invisibility on my first game against the tau player who just flamed the unit to death and killed my psyker in the first turn anyways.
The only change I'm thinking of doing to my list is losing the toxin sacs on the gargoyles and the 3rd lictor to beef up my warriors with all the cc upgrades and change a mucolid to 3 rippers. My warriors just sat on my back objective doing nothing every single game, I decided I want them to participate in the game and a squad of rippers can do their old job just as well. I'm going to take this slightly revised list to annihilation 4 in Portland this upcoming weekend and will let you all know how it goes. Thanks for listening to my long rants and hope you enjoyed the reports
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Post by hopewell on Apr 4, 2016 21:14:23 GMT
Really liking the use of Vanguard to slingshot Gargs around the board I must say; Just a shame that they're not ObSec. The Warriors never seemed to play a part in your reports which I guess shows them as a bit of a tax. My love for gargoyles grows each and every time that I use them I must say.
This does show the nastiness of GSC too which makes it ever tempting to get the boxed set..
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Post by bigpig on Apr 4, 2016 21:30:26 GMT
Great showing, and I feel you on the battle company. It's not a question of being able to kill them all, it's killing them all in 3 turns. Had the exact same thing happen to me last tournament I went to, and it wasn't even a good list. When I play AS battle company I bring a chess clock to show I'm not the slow one if we only go 3 or 4 turns. When you start doing that, you'd be surprised how long people take on their turns with low model count armies. If playing against BC, I would say bring a clock too. It puts pressure on your opponent and that way you can pressure them to go faster and slow play shame them if they take 2 hours of the 3 hours and you only take 1. Honestly there is no reason for a BC army to not get all the turns in. Comes down to player skill. It sounds like you got pretty luck with first turns? 4 of the 5 games and didn't get seized on?
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Post by gigasnail on Apr 4, 2016 21:45:01 GMT
Yeah the BC I faced then was just a bunch of random (please do not swear), but it was a bunch of random obsec (please do not swear). Likely would have tabled him had we gone even to T5.
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Post by tylertt on Apr 4, 2016 22:31:06 GMT
Still a good placing, and thanks for sharing the reports too.
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Post by deviousdonut on Apr 4, 2016 23:19:37 GMT
Yeah the warriors never did anything, so I'm planning on dropping the poison on the gargs since they're more meatshields anyways and losing the 3rd lictor to put lw/bs flesh hooks, poison and adrenal glands on the warriors, also gives me enough points for 3 rippers to do the warriors job of objective sitting. will see if its worth it and keep playing around with the list, but thinking if I throw invis on that warrior squad they might actually see combat and do work.
I did get lucky with first turn, against tau, the knight player and the renegades I really needed to go first and I luckily did against all of them. Against the necrons, eldar, and drop pods I was fine with going second as that gives me an extra turn of stealth and shrouded. They gave me first turn in those 3 though. Then the drop pod player seized lol.
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Post by bigpig on Apr 5, 2016 4:05:11 GMT
Yeah the warriors never did anything, so I'm planning on dropping the poison on the gargs since they're more meatshields anyways and losing the 3rd lictor to put lw/bs flesh hooks, poison and adrenal glands on the warriors, also gives me enough points for 3 rippers to do the warriors job of objective sitting. will see if its worth it and keep playing around with the list, but thinking if I throw invis on that warrior squad they might actually see combat and do work. I did get lucky with first turn, against tau, the knight player and the renegades I really needed to go first and I luckily did against all of them. Against the necrons, eldar, and drop pods I was fine with going second as that gives me an extra turn of stealth and shrouded. They gave me first turn in those 3 though. Then the drop pod player seized lol. Seriously invest in a clock if getting slow played. Its only like 12 bucks from china. There isn't likely to be enforcement, but it will hurry people along as they don't want to be the slow player
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