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Post by kazetanade on May 5, 2020 10:27:12 GMT
Nice to see you back in the game iniquity. I would suggest trying Eldar on TTS - they are a tough army with lots of tools and lots of options, but not a lot of leeway for error. I get the feeling you'd enjoy it, since you're looking at potential options during the game to react to your opponent. Sadly Nids do this very poorly outside of mostly skilled play, because our required setup is pretty hefty for key units.
Anyway, back to current list.
One of the things No One mentioned is very key - winning on VP. For the GS Sling, we do not win by wiping out the enemy. We win by taking out their anti-infantry, then tying them up until the end of the game where they can't catch up. Going for the T1 charge is sometimes a trap that leaves us in extremely bad situations. (Also a huge misunderstanding, but the carry all star in the GS Sling is not the GS. It's the HG and Flyrants, depending which variant.)
It also brings up the fact that we cannot use GS to grab objectives - you use disposables to do that. hormagants, Termagants, Rippers, etc. Acolytes are borderline for this too, but GS are too ex.
So the game plan are 2 ways: stay hidden and score while waiting for an opportunity, or bait him in to change the flow of the game. I personally do not recommend baiting, because it's always backfired for me.
Let's say they have Wulfen - Wulfen are nasty piece of work. Good melee, very survivable. Will countercharge harder than anything else. But that countercharged ability is useless if he has to run them up the field to contest if you say, wrapped his forward scouts, while your Exocrene plod forward and decimate his big tank. If you instead send Termagants to hold that centre objective and he blows them apart with bolters, you still have your GS threat range, and he cannot really safely move into it until you make the mistake and move into his range without making an impact.
The 2nd part of this is knowning pace of scoring - can you come back from weak early due to scoring 3 secondaries fast, while securing bonus? Can you get ahead slightly then stay ahead due to denial of VP? Do you have a great Maelstrom hand you can play to mega score in 2 turns, or maybe the mission is Ascension with 1 character being able to wrack up 10vp himself over 4 turns? Always think to deny the enemy VP and how to gain it yourself.
Edit: so a list I've trialed with some measure of success is Behemoth GS Sling with Kronos/Jorm drop force of Exo and/or HG, with some Rippers ad disposables. It works by running a Maleceptor + Malanthrope to keep everything alive.
Took it to a local small tourney before Covid, 2-1 (although one of those was because Malanthrope, on Ascension, and some massive mistakes on enemy end. I have a short write up on my list thread I think and closing thoughts.) But basically, the GS Sling was more pressure than performance, and people are scared batshit crazy of them and will go to great lengths to kill them. They trade poorly against anything not semi-elite infantry, so using their pressure has more often than not just allowed me to score even if I don't get close to a kill.
The Exo was one of the theoretically best performing units in my army too - his issues are mostly dice rolls being below average. He's great now, in moderation.
If you're going triple Exo I would ditch the GS Sling, since that's just a mismatch of strategies without enough components to make either work.
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Post by iniquity on May 5, 2020 12:04:03 GMT
Nice to see you back in the game iniquity. I would suggest trying Eldar on TTS - they are a tough army with lots of tools and lots of options, but not a lot of leeway for error. I get the feeling you'd enjoy it, since you're looking at potential options during the game to react to your opponent. Sadly Nids do this very poorly outside of mostly skilled play, because our required setup is pretty hefty for key units. Anyway, back to current list. One of the things No One mentioned is very key - winning on VP. For the GS Sling, we do not win by wiping out the enemy. We win by taking out their anti-infantry, then tying them up until the end of the game where they can't catch up. Going for the T1 charge is sometimes a trap that leaves us in extremely bad situations. (Also a huge misunderstanding, but the carry all star in the GS Sling is not the GS. It's the HG and Flyrants, depending which variant.) It also brings up the fact that we cannot use GS to grab objectives - you use disposables to do that. hormagants, Termagants, Rippers, etc. Acolytes are borderline for this too, but GS are too ex. So the game plan are 2 ways: stay hidden and score while waiting for an opportunity, or bait him in to change the flow of the game. I personally do not recommend baiting, because it's always backfired for me. Let's say they have Wulfen - Wulfen are nasty piece of work. Good melee, very survivable. Will countercharge harder than anything else. But that countercharged ability is useless if he has to run them up the field to contest if you say, wrapped his forward scouts, while your Exocrene plod forward and decimate his big tank. If you instead send Termagants to hold that centre objective and he blows them apart with bolters, you still have your GS threat range, and he cannot really safely move into it until you make the mistake and move into his range without making an impact. The 2nd part of this is knowning pace of scoring - can you come back from weak early due to scoring 3 secondaries fast, while securing bonus? Can you get ahead slightly then stay ahead due to denial of VP? Do you have a great Maelstrom hand you can play to mega score in 2 turns, or maybe the mission is Ascension with 1 character being able to wrack up 10vp himself over 4 turns? Always think to deny the enemy VP and how to gain it yourself. Edit: so a list I've trialed with some measure of success is Behemoth GS Sling with Kronos/Jorm drop force of Exo and/or HG, with some Rippers ad disposables. It works by running a Maleceptor + Malanthrope to keep everything alive. Took it to a local small tourney before Covid, 2-1 (although one of those was because Malanthrope, on Ascension, and some massive mistakes on enemy end. I have a short write up on my list thread I think and closing thoughts.) But basically, the GS Sling was more pressure than performance, and people are scared batshit crazy of them and will go to great lengths to kill them. They trade poorly against anything not semi-elite infantry, so using their pressure has more often than not just allowed me to score even if I don't get close to a kill. The Exo was one of the theoretically best performing units in my army too - his issues are mostly dice rolls being below average. He's great now, in moderation. If you're going triple Exo I would ditch the GS Sling, since that's just a mismatch of strategies without enough components to make either work. Thanks for all the information, i didnt realise how good of a tool TTS could be tbh. I think in the last 6 days ive palyed more games than i would in 6 weeks. I decided to ditch the tripple exocrine list and attempted to make another list. Here (basically after having a rage that i coulndt kill anything i decided not to try). The idea is basially just to keep people away from the warriors who are scoring with genestealers and spore mines. Ive only really played a few chill eternal war missions but i quite enjoy the list. It would probably be more optimum if i spammed gaunts but i quite enjoy the finesse that is required to use genestealers (or the finesse that can be used playing genestealers i should probably say)
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Post by iniquity on May 6, 2020 4:55:10 GMT
I actually just listened to Nick. N on the pod cast someone linked in the "nids go #1 at a gt" thread and it was actually really illuminating (embarrassingly so). In my games with stealers ive been really focused on attempting to get the most kill value i can out of them so i can double fight etc. This often involves me wrapping lots of models but ultimately keeping my stealer unit really close together. Hearing him describe how he traps units and uses his stealers to move block his opponent was a bit of an eye opener for me. I might try this with a bit more of a horde based army and see how it goes.
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Post by niiai on May 6, 2020 9:03:20 GMT
Ive been using variants of l: ++ Battalion Detachment +5CP (Tyranids) [73 PL, 1,041pts, 7CP] ++ + Configuration + Battle-forged CP [3CP] Detachment CP [5CP] Hive Fleet: Kraken + Stratagems + Progeny of the Hive [-1CP] + HQ + Broodlord [8 PL, 115pts]: Power: Catalyst, Resonance Barb The Swarmlord [15 PL, 250pts]: Power: Onslaught, Power: The Horror + Troops + Genestealers [16 PL, 216pts]: 4x Acid Maw, 18x Scything Talons . 18x Genestealer: 18x Rending Claws Genestealers [16 PL, 216pts]: 4x Acid Maw, 18x Scything Talons . 18x Genestealer: 18x Rending Claws Termagants [9 PL, 92pts] . 23x Termagant (Fleshborer): 23x Fleshborer + Heavy Support + Trygon [9 PL, 152pts]: 3x Massive Scything Talons, Adrenal Glands, Toxin Sacs, Toxinspike . Adaptive Physiology: Murderous Size ++ Battalion Detachment +5CP (Tyranids) [60 PL, 959pts, 5CP] ++ + Configuration + Detachment CP [5CP] Hive Fleet: Kronos + HQ + Neurothrope [4 PL, 90pts]: Power: Symbiostorm, Warlord Neurothrope [4 PL, 90pts]: Power: Catalyst + Troops + Ripper Swarms [2 PL, 33pts] . 3x Ripper Swarm: 3x Claws and Teeth Ripper Swarms [2 PL, 33pts] . 3x Ripper Swarm: 3x Claws and Teeth Ripper Swarms [2 PL, 33pts] . 3x Ripper Swarm: 3x Claws and Teeth + Elites + Hive Guard [13 PL, 215pts] . Adaptive Physiology: Enhanced Resistance . 5x Hive Guard (Impaler): 5x Impaler Cannon + Heavy Support + Exocrine [11 PL, 155pts] Exocrine [11 PL, 155pts] Exocrine [11 PL, 155pts] ++ Total: [133 PL, 12CP, 2,000pts] ++ Created with BattleScribe (https://battlescribe.net) Most of this list looks actually very good. So well done. You have good shooting vs high T, and W2 models in exoshrines and hive guards. You have stealer with swarmlord witch is a good offense unit. The few units I do not like are 3 ripper swarms, 23 termagaunts and the Trygon. Ripper swarms are good for grabbing objectives, but 3 is excesive. (Also, since they lack the infantery keyword you can theoreticaly block titanic unit movement.) Bare Termagaunts do very little except screen and grab objectives. The Trygon people have already talked about. Although Murderus Size make him a lot more viable. Of units I miss: The 6th Hiveguard, because you use the shoot x2 stratagem with them. A flyrant with 24 shots for murdering infantery. That being said 40K is a very punishing game. Making mistakes punishes you massivly. Especialy during deployment. Based on deployment you will have an uphill battle. Try to analyse what failed after each game. Keep a notebook and write it down. If you focus on having funn while playing and also on finding out what is the best move to do during a game, that will help a lot. Do not nessasseraly focus on winning that one game. That leads to a mindsett where you do not try new things. Also, you get very frustrated by making bad desissions. While if you use bad desissions as learning experience to winn later games you are in a better place mentally. In any game that lets you tweak your starting pieces (like gw or tcg games) what you choose to bring to a game will have a huge inpact on how that game goes. Probably much more so then the skill of the player depending on the game system. It seems like you have that part down within reasonable parameters. What remains is just learning the game. And remember to have funn.
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Post by iniquity on May 6, 2020 10:00:04 GMT
So I just played a game with a friend on TTS using a more swarm type army that I made quickly (we have a no soup agreement) and I actually won a game!
The list needs some tweaking, the Kronos patrol feels like a bit of a band aid, I couldn’t quite afford a 3rd battalion with out massively reducing the amount of bodies.
I’m not sure the biovore enabling the Kronos strat is worth it, I was thinking about elder (who I haven’t played for ages but still have ptsd from doom/jinx)
Also unsure about using synaptic lure.
I also didn’t realise how good savage distraction was if you string out a unit of stealers across your opponents entire army. I was playing against guard and I managed to get a wrap t1 after killing some guard and fighting again which allowed me touch a russ. Making pretty much his whole army -2 to hit with me sitting on every objective was actually a bit disgusting. He actually moved a russ back away from my stealers just to get around being -1 to hit which just crippled his effective shooting.
Metabolic over drive on gaunt/gannts is also hilarious, you lose a few models but its like "hello i now have the entire board".
I appreciate this list is a bit of net listing, but I’ve recently realised just how little I know about the game and I’m actually trying to approach it as if I’m just starting again.
Its quite silly, but the realisation that my objective isnt really to kill things its just to throw as many speed bumbs in my opponents face while scoring points has completely changed my play-style. Thinking about how to remove units from long chains of gaunt/gants/stealers on my oponents turn has actually really drawn me into the game in my opponents turn as well. it feels less like "ok your turn, ill get my box out and prepare to pack up my army." and more like something i really have to spend time thinking about, checking line of sight and predicting my opponents shooting phase. I honestly dont know how the top players do it on a chess clock in such a short amount of time.
The list:
++ Battalion Detachment +5CP (Tyranids) [57 PL, 854pts, 8CP] ++
+ Configuration +
Battle-forged CP [3CP]
Detachment CP [5CP]
Hive Fleet: Kraken
+ HQ +
Broodlord [8 PL, 115pts]: Power: Synaptic Lure, Resonance Barb
The Swarmlord [15 PL, 250pts]: Power: Onslaught, Power: The Horror
+ Troops +
Genestealers [16 PL, 228pts]: 4x Acid Maw, 19x Scything Talons . 19x Genestealer: 19x Rending Claws
Genestealers [16 PL, 228pts]: 4x Acid Maw, 19x Scything Talons . 19x Genestealer: 19x Rending Claws
Ripper Swarms [2 PL, 33pts] . 3x Ripper Swarm: 3x Claws and Teeth
++ Battalion Detachment +5CP (Tyranids) [29 PL, 503pts, 5CP] ++
+ Configuration +
Detachment CP [5CP]
Hive Fleet: Kraken
+ HQ +
Malanthropes [5 PL, 120pts] . Malanthrope
Neurothrope [4 PL, 90pts]: Power: Catalyst
+ Troops +
Hormagaunts [9 PL, 130pts] . 26x Hormagaunt: 26x Scything Talons
Hormagaunts [9 PL, 130pts] . 26x Hormagaunt: 26x Scything Talons
Ripper Swarms [2 PL, 33pts] . 3x Ripper Swarm: 3x Claws and Teeth
++ Patrol Detachment (Tyranids) [39 PL, 643pts] ++
+ Configuration +
Hive Fleet: Kronos
+ HQ +
Neurothrope [4 PL, 90pts]: Power: Symbiostorm, Warlord
+ Troops +
Termagants [9 PL, 100pts] . 25x Termagant (Fleshborer): 25x Fleshborer
+ Elites +
Hive Guard [13 PL, 258pts] . Adaptive Physiology: Enhanced Resistance . 6x Hive Guard (Impaler): 6x Impaler Cannon
+ Heavy Support +
Biovores [2 PL, 40pts]: Biovore
Exocrine [11 PL, 155pts]
++ Total: [125 PL, 13CP, 2,000pts] ++
Created with BattleScribe (https://battlescribe.net)
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Post by kazetanade on May 6, 2020 12:31:44 GMT
Great to hear the new changes Iniquity. With about 40 games under your belt with you doing this actively, you can do this bit on a chess clock too, and utilize the time in your opponent's phase as much as you can for this. I try to, but I often have memory problems halfway and forget half the plans or have to start over during my turn, and together with slow model movement tends to burn too much time.
Glad you got the use savage distraction - I've been eyeing it for a few games but never got the opportunity, or had more important CP usages, or facing SM rerolls on Centurions/Aggressors where it didnt matter much. It's a low-key high impact strat for a fair number of armies though, including non-Fly Eldar, IG, Necrons, non-Fly Tau, Sisters. I think optimized SM and Orcs are the only 2 armies that dont give a damn about it, due to one having full rerolls and dangerous combat while the other auto hits on 6s and has dangerous combat.
In regards to the list, if you want to optimize it a bit more, you can afford to drop the Termagants for x3 Rippers here, then drop the Biovore and some Hormagants to afford a Neurothrope for a 3rd battalion *if you need the CP*. But most optimized GS Sling lists can use double Batt CP (very judicious use of CP, because there isnt enough to do everything you want to) to get what needs to be done, done. It's already an effective list which you dont need to make many changes (some changes may "optimize" it to do some things better, but no changes are going to impact the list's viability) , so I would say just learn how to play this one well and you will basically master the fundementals of how to play the GS Sling (and most common Nid strategies).
For CA Eternal War missions, this list is very powerful - being able to own the map a few turns in a row without even engaging the enemy (because killing the enemy has relatively little value in those missions) is a strong strategy, and have won small tournament games with single models or single units left on the table due to inability to catch up (Ascension is foul on this, Malanthrope stands on your base objective for 5 turns while you keep throwing Genestealers at his characters every alternative turn to make sure he cant score incremental points).
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Post by infornography on May 6, 2020 13:35:37 GMT
The entire reason I joined this forum way back in 5th ed was because I kept losing at first. This game is complex and there are a TON of moving parts, especially with a more difficult faction like Tyranids. The learning curve is steep but once you get there and the tactics click into place, it is easier to maintain.
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Post by niiai on May 6, 2020 16:06:26 GMT
5th edition nids where a pain. Every big model costed 20 to 40 points to much. Very little room for synapse with severe punishment. And striking at I1 because we charged through grenades.
The opponent was always some form of parkinglott.
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Post by infornography on May 6, 2020 16:19:34 GMT
5th nids had challenges. If you understood the deep strike, outflank, and ymgarl rules though, you could do very well. Outflanking genies were NASTY. We also had some powerful synergies with overlapping auras and such. Outflanking a tervigon was also amazing. You had to make use of all of our tools to win because our points took into consideration ALL of our advantages and if you weren't using those, then EVERYTHING was overcosted.
A lot to keep track of, but while we had an extremely steep learning curve, I don't think we had one of the weaker codecies.
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Post by iniquity on May 7, 2020 6:14:57 GMT
So i just played a game against sisters/guard soup, my opponent had 3 squads of repentia, a load of sisters 2 in rhinos, celestine, a guy that makes ppl auto advance 6" and a load of characters. and a guard detatchment with a load of scions and a basalisk with the arti formation. (hiding in the big ruins in his deployment) I went first on scorched earth out from CA2019 Turn 1: I pushed up the board, got a turn 1 charge off through a ruin and tried to spread my stealers out as much as i could, i (please do not swear) up the combat apparently by leaving my stealers .1 of an inch too close so that my opponent could activate into me, lesson learned, measure better. I used metabolic overdrive to push another squad of hormagaunts up. CP Usage: Opportunistic advance (1) Metabolic Overdrive (1) (Reroll catalyst on the stealers), Reroll the failed 5" charge on the stealers. My Turn 1 end (image)Opponents turn 1: he disembarked his repentia from the rhino and reloaded it with a second squad, cleared out my stealers and picked up a squad of gants on my left flank. Turn 2: Seeing that i could get a wrap on the astropath guarding my opponents objective on the edge who was standing next to 1 model from a guard squad with the rest on top of a box i set up a sling, i cleared out some sisters pushing the middle objective on my left flank with my exocrine and hive guard, slung my stealers onto the objective and got the wrap, i killed the unit of repentia that was disembarked and put the rest of my attacks on the guard squad (thank you lone guardsman not on the box) CP usage, opportunistic advance (1) reroll on catalyst (1) My Turn 2 (End) (image) Opponents turn 2: Repentia disembark from the rhino and 8 of them kill my stealers in one round of combat through catalyst and he picked up another squad of gants. Game was pretty much over from here. My opponents turn 2 (Image)
What things can i do differently, is there anything that stands out as being out of place? He had a load of deep striking sisters with flamers that could shoot when they arrive etc hense the gaunts at the back. Im starting to think the malanthrope just isnt worth his points.
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Post by No One on May 7, 2020 11:47:50 GMT
i (please do not swear) up the combat apparently by leaving my stealers .1 of an inch too close so that my opponent could activate into me, lesson learned, measure better Something that I find's really good to do with combat finesse stuff is to just say what you're doing to your opponent: e.g. staying outside 3" (HI), outside 1", based (or not based) etc when you're really trying to straddle the line.
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Post by iniquity on May 7, 2020 13:11:09 GMT
i (please do not swear) up the combat apparently by leaving my stealers .1 of an inch too close so that my opponent could activate into me, lesson learned, measure better Something that I find's really good to do with combat finesse stuff is to just say what you're doing to your opponent: e.g. staying outside 3" (HI), outside 1", based (or not based) etc when you're really trying to straddle the line. Yeah thats a really good point for something i can work on, really declaring my intent. I wonder how the game would have gone if i had gotten in on the more expensive sisters unit (forgotten what they are called) and hit him again with 16 or so stealers. Also from looking at my screenshots again my self i think i really (please do not swear) up with my hormagant placement. i think knowing that i was going to go first i should have deployed the stealers on the line, then had the broodlord and swarmlord with the hurmagants behind so it would be easier to push my characters into advantageous positions, the broodlord got caught really out of position. Sisters felt really hard to deal with tho, i actually opted out of charing a unit of hormagants into them because it felt like the punch back would be so hard.
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Post by No One on May 7, 2020 13:31:08 GMT
If you think that about sisters, try playing marines more. Because you can quite realistically be looking at 17 S4 attacks on 3s, just from a 5 man intercessor squad with no melee buffs.
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Post by iniquity on May 7, 2020 14:51:11 GMT
If you think that about sisters, try playing marines more. Because you can quite realistically be looking at 17 S4 attacks on 3s, just from a 5 man intercessor squad with no melee buffs. Yeah i havent had the miss-fortune of playing marines yet really. Trying to stay in a bit of a growth mindset and work with what i can rather than reaching for the good ol salt shaker. I imagine my own decision making and game choices ultimately effect the outcome of the game more than the opposing players ability to trade stupidly efficiently into my army. (Although that salt shaker can be really satisfying to throw around) ITs all just learning i guess, i think i probably have about 20/25 games under my belt at the moment so ive still got a lot to learn.
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Post by kazetanade on May 8, 2020 9:19:09 GMT
So i just played a game against sisters/guard soup, my opponent had 3 squads of repentia, a load of sisters 2 in rhinos, celestine, a guy that makes ppl auto advance 6" and a load of characters. and a guard detatchment with a load of scions and a basalisk with the arti formation. (hiding in the big ruins in his deployment) I went first on scorched earth out from CA2019 Turn 1: I pushed up the board, got a turn 1 charge off through a ruin and tried to spread my stealers out as much as i could, i (please do not swear) up the combat apparently by leaving my stealers .1 of an inch too close so that my opponent could activate into me, lesson learned, measure better. I used metabolic overdrive to push another squad of hormagaunts up. CP Usage: Opportunistic advance (1) Metabolic Overdrive (1) (Reroll catalyst on the stealers), Reroll the failed 5" charge on the stealers. My Turn 1 end (image)Opponents turn 1: he disembarked his repentia from the rhino and reloaded it with a second squad, cleared out my stealers and picked up a squad of gants on my left flank. Turn 2: Seeing that i could get a wrap on the astropath guarding my opponents objective on the edge who was standing next to 1 model from a guard squad with the rest on top of a box i set up a sling, i cleared out some sisters pushing the middle objective on my left flank with my exocrine and hive guard, slung my stealers onto the objective and got the wrap, i killed the unit of repentia that was disembarked and put the rest of my attacks on the guard squad (thank you lone guardsman not on the box) CP usage, opportunistic advance (1) reroll on catalyst (1) My Turn 2 (End) (image) Opponents turn 2: Repentia disembark from the rhino and 8 of them kill my stealers in one round of combat through catalyst and he picked up another squad of gants. Game was pretty much over from here. My opponents turn 2 (Image)
What things can i do differently, is there anything that stands out as being out of place? He had a load of deep striking sisters with flamers that could shoot when they arrive etc hense the gaunts at the back. Im starting to think the malanthrope just isnt worth his points. I'm working short of information on sisters, so I'm going to be making some assumptions - they may yield mistakes in the game in your knowledge, feel free to correct/point out, but hopefully it can give you a bit of an idea of what else you could have done. TURN ONE So first thing is that you're going first against a very tight army of mostly anti-infantry - you're looking at 1 Basilisk for anti-tank, meaning your Exocrene is invincible to shooting once the Bassi is down. You're going first, which means you get 1 turn of action before your Exocrene gets down'ed. It also gives you a rotation before eating the restrict movement strategem. Your opponent knows this, and has deployed most of his forces centrally, meaning if you T1 charge him, you might kill a unit, but you'll suffer the loss of that unit. I assume Repentia are FLY and 12" movement, so side wraps would have also met a similar fate (although with Catalyst you could very likely survive a few chicks trying to wound you on S3, so he'd have to burn both Repentias). Assuming Repentia are actually heavy guns and not FLY, then they're not even a consideration. In essence, this leaves you with 3 options: 1. Charge the middle line and try to kill as much as you can with your Genestealers, then effect the super strategem combo to either cause even MORE devestation, or to run away and wrap a side. How effective this is would be determined by how much anti-infantry overwatch he has, and whether they are full rerolls or rr1s. Considering Celestine is suspected down middle, all the sisters have a 5++ (or 4++ possibly due to chapter?) and the guardsmen get a 6++, I THINK* they get an FNP somewhere, so your charge is going to end up killing way less than expected, and even if you do kill everything, Celestine Heroic Intervenes and screws up your plans (she's hard to kill, and she comes back - Genestealers do not like her nor her invuls). Best case, 2 Sister/Guard Units + Celestine dead. Worst case, 3/4 of a unit dead and GS locked in combat, about to be blendered by Celestine. 2. Get a side charge on the Basilisk (who is hidden, so I dont know what's standing between the GS and the Basi), or on the objective, and try to hold it over the next turn. This would yield you less damage impact since there's nothing important on either sides other than the basilisk, but create a huge pressure that your opponent has to clear. For the objective, if you raze that objective, his game is over, so he cant let you keep it until your turn again. For the Basi, He cant afford to leave the Basilisk stuck in combat, because that's his only way to kill the Exocrene (Celestine isnt going to murder him anytime soon). It's also the best way to kill the Hive Guard. Both of these are going to be killer performers after 3 turns of shooting, since Exocrenes will kill Power Armor chicks deader than dead (they have invuls I think, so less effective, but still very dead) and HG will mince everything in his army, and it's even safe for you to push the HG up to the 2nd ruin since he has no long range guns to kill you with (assuming Repentia are heavy guns and can reach HG, then moving up the middle is a bit more risky, but the GS side wrap is safe and clean). I'm not sure if the Exo can get into range to even shoot, but assuming he cant, then the best play here probably would have been to push him and HG up and go in on the Bassi to stop it shooting. 3. Do nothing. Keep most of your guys out of line of sight, holding back behind the ruins, with Hormagants/Termagants and Rippers being used to push out on these objectives. If I'm not reading wrong, he cant get rapidfire on you if your chaff model is sitting 3" away from either No Mans Land objectives (This is short edge deployment with 24" deployment depth and another 12" for centre of table, right? It looks like he didnt deploy on the line, meaning he'd have to move quite a bit to get 3" past the line to get RF range). That means he cant wipe a 25 man unit, and you will definitely claim that objective. You can get 2 units up on it on the neutrals. This will put you at a 3-1 advantage every turn you maintain it, so by T3 it becomes 6-2, then T4 it's 9-3. Just by denying him easy kills you will have to pressure him to move forward and try to fight these objectives away from you, putting him in easy access range of Genestealers, and the best part, they're separated, so they dont both get Celestine's buffs and reroll auras, and are easier to chow down on without risking a tonne in backlash. Assuming you took the ideal position of: Move HG up, move Exo up, kill both Rhinos, got a GS unit into the Bassi and killed it, and wrapped something, you're probably sitting on a 4-2vp lead, since both of you will score First Strike. You'll be down 8cp? So you have enough for 1 more phase of carnage. Him conversely will be looking at no big guns, a GS unit in high priority position to dispose of, and some 12" FLYgirls and the rest are 6" footsloggers who will take a veeeeery long time to reach objectives, and 3 objectives to contest. TURN TWO Based on what I see, it's a castle player. Taking off from my turn 1, he'll pool the Repentia to kill the GS (maybe only 1 unit). Or, he'll Celestine into the GS and double Repentia to kill one of your units, which will probably fail still. So you'll have 1 half dead or almost dead Hormagant, a dead GS, and everything else still in position. He might push the rest of his army up, but it'll still be too far for RF - so one unit of Hormagants gets Rippers popped behind them to secure that over next turn, and the other one gets Rippers, Hormagants sitting on it. The other GS now goes for his exposed flank (the objective in his zone), or if the Repentia pushed up by themselves, go in on the backline while your guns blow the Repentia away. TURN THREE He cant catch up. GGWP. *Note I'm making assumptions based on the summary list in the front and what I can see on the board - I didnt see the deepstriking flamers (I'm not aware of Sisters having flamers that can reach on DS.) The gaunts at the back and on the sides in that case is of course good - I'd use the unit of gaunts at the back and Rippers at the sides, and try to deny him any purchase down the middle.
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