Post by timcz on Aug 29, 2020 11:14:21 GMT
So I finally managed to get my first game of 9th edition in today against a mate of mine who plays dark eldar and imperial guard. I played against his guard today that he's tweaking with my Tyranid/GSC list.
Brief summary of the lists -
His -
3 Tank Commanders (2 with demolisher canons)
5 Guard squads
3 Chimeras w/ Heavy Flamers
1 Hellhound
1 Basilisk
1 Manticore
2 Platoon Commanders
Astropath
Priest
9 Bullygrn.
Mine (basically a variant of Alex Macdougals list expanded to 2k)
Kronos Patrol
Neurothrope (w. res barb)
Broodlord
20 Gaunts
2 Ripper Squads (3 and 4)
6 Hive Guard (with -1/-2 Adaptive Physiol)
5 Zoanthropes
Exocrine
GSC Batt (mixed)
Magus w/ Crouchling relic C4AA
Jackal Alphus (warlord w/ re-roll 1's trait) Hivecult
6 Ridge Runners (Hivecult)
Scout Sentinal w/ Heavy Flamer
2 x 5 Acolyltes (stock)
1 x 5 Acolytes (hand flamers)
1 x 10 Acolytes (4 saws and icon)
Mission was vital intelligence. Secondaries I picked was engage on all fronts, bring it down, deploy scramblers. I got attacker and managed to roll first turn also. I put 1 ripper squad in deep strike, and all of the acolytes in cult ambush. Wont go into specifics, but brief summary & maybe a few things I learned.
Did a scout move with the sentinal and pushed towards one of the corner objectives that was behind a ruin. My first turn meant I could advance onto it easy. Moved zoans onto another objective and advanced gaunts onto another. Grabbing as many objectives as you can first turn is def key for tyranids I think. For vital intelligence too, you need to actually have 2 objectives to score the 5 points (holding one gets you nothing). Ridge runners put themselves into a slightly better position so they all had line of sight - and I pretty much took out 2 chimeras straight up with some decent rolling (one blew up too). This massively slowed him from getting to objectives. Didnt have much in range for hive guard sadly due to not the best deployment from me. Set one of the rippers to deploy scramblers in my deployment. Got a few smites off - was a good start. Scored a few secondary points.
His first turn was pretty solid - wiped most of the gaunts, and killed 4 ridge runners with demolisher cannons (those things are horrid). Got a few guys onto objectives, took a few wounds off a few other things, but surprisingly didn't kill as much as I would have thought.
My Turn 2 - did some general shuffling around so I was on 3 objectives. Held more than he did at the start also, so 10 points for the primary. Brought in the other rippers onto an objective close to my deployment, and then one of the aco's to another where the sentinel was (his platoon commander was contesting it now too). Ripper squad moved up to between the two deployment zone to deploy scramblers. Remaining ridge runners started on the tank commanders (got lucky and killed one). Hive guard shot the bullygrn (and did sweet nothing). Exocrine obliterated a guard squads off objectives, and hive guards double shooting killed another. Got a super smite (w/ perils) which did nice work on the hellhound also. Sentinel charged the PC but wiffed, and the Aco's didnt make the charge on the same. Didnt kill as much, but got onto a few more objectives again.
His turn 2 - similar. Killed another RR, killed my exocrine (obliterated him with the demolisher tank commander). And again just moved a lot of stuff up. I made a few lucky saves on other things so I probably should have lost more than I did this turn.
Turn 3 was similar again. He'd screened his manticore and basilisk really well, so I couldnt deep strike down near them at all. But there was a nice gap in the middle, so I brought the 10 man squad in there and then perfect ambushed (with a 6) to put them basically 3" away from one of the punisher commanders. Brought the 5 man flamer squad in with lying in wait to put them on one edge of an objective that had a few of his guardsman on. Flamed the (please do not swear) out of them, ridge runner took a few wounds off the demo tank before charging in with the rocksaws and killing it. Hive guard finished the hellhound off also, as well as another squad of guardsmen. This time moved up the other acos up closer to the platoon commander to guarantee the charge, which killed him. Rippers were sitting on that objective now too so guaranteed mine.
His turn 3 - again he scored zero on primary as he'd only ever managed to keep 1 objective. Either way, he then killed pretty much all the acolytes except for the ones that killed the platoon commander. Also wasted my last gaunt and rippers that held the objective near my deployment zone. Bullygrn charged my broodlord too and killed him about 3 times over.
Turn 4 and 5 basically just traded small kills more than anything and moving onto as much as we both could. Got lucky with my Alphus who managed to shoot his priest (doing the mission specific action/secondary) with a wound roll of 6 for a mortal, and 3 on the D3 damage to take all 4 wounds off. Last acos moved into his deployment to get me my last scramblers also. He shot that squad next turn and the rippers as well but left a few wounds on the sentinel so it managed to keep that objective.
Game in the end was a victory to me, 61-43. (didnt do the paint points as we both had a few squads unpainted). I maxed bring it down, got 6 only on the engage on all fronts, and got the full 10 on Deploy Scramblers. He maxed out Bring it down, got 8 on engage on all fronts, but only got 4 or so on the mission specific one.
Key takeaways for me
- Killing transports straight up is great - really limits movement if you get first turn.
- Zoans are def survivable - barely lost any wounds (but he prob should have targeted them more)
- Demolisher Cannons are effing brutal. S10 obliterates ridge runners.
- I was reluctant on bringing the sentinel (1 seemed a waste, and didnt want to pay for 3), but it definitely helped and did an excellent job of grabbing something early, and managed to stay there (as it was relatively hidden).
- I wanted the magus to do better, but he didnt. I think that was probably more around poor deployment on my behalf to start with. I think he could have done more. Broodlord was similar. I think in a different match up he may have done better - he was there as something fast that could move between objectives or similar if I needed him to. Again, better deployment with him might have done more.
- Flamer aco's are still great. Even 5D6 obliterates guardsmen and helps take objectives. However, against marines, I think this would be completely ineffective.
- Going first I think def helped - the list def wants to kill stuff straight up and move fast onto whatever it can. If I went second, with the 3 chimeras, I think I would have been on the backfoot and score may have been reversed. Despite there being a decent amount of terrain, it was still really hard to put things out of line of sight particularly when his tanks could just move into line of sight.
- Moving and shooting heavy weapons is brilliant for ridge runners.
So yeah, thats about all I can think of for the moment. Definitely learned a tonne, and probably would do a few things different next time, but I dont think id change much on the list just yet without a few more reps.
Brief summary of the lists -
His -
3 Tank Commanders (2 with demolisher canons)
5 Guard squads
3 Chimeras w/ Heavy Flamers
1 Hellhound
1 Basilisk
1 Manticore
2 Platoon Commanders
Astropath
Priest
9 Bullygrn.
Mine (basically a variant of Alex Macdougals list expanded to 2k)
Kronos Patrol
Neurothrope (w. res barb)
Broodlord
20 Gaunts
2 Ripper Squads (3 and 4)
6 Hive Guard (with -1/-2 Adaptive Physiol)
5 Zoanthropes
Exocrine
GSC Batt (mixed)
Magus w/ Crouchling relic C4AA
Jackal Alphus (warlord w/ re-roll 1's trait) Hivecult
6 Ridge Runners (Hivecult)
Scout Sentinal w/ Heavy Flamer
2 x 5 Acolyltes (stock)
1 x 5 Acolytes (hand flamers)
1 x 10 Acolytes (4 saws and icon)
Mission was vital intelligence. Secondaries I picked was engage on all fronts, bring it down, deploy scramblers. I got attacker and managed to roll first turn also. I put 1 ripper squad in deep strike, and all of the acolytes in cult ambush. Wont go into specifics, but brief summary & maybe a few things I learned.
Did a scout move with the sentinal and pushed towards one of the corner objectives that was behind a ruin. My first turn meant I could advance onto it easy. Moved zoans onto another objective and advanced gaunts onto another. Grabbing as many objectives as you can first turn is def key for tyranids I think. For vital intelligence too, you need to actually have 2 objectives to score the 5 points (holding one gets you nothing). Ridge runners put themselves into a slightly better position so they all had line of sight - and I pretty much took out 2 chimeras straight up with some decent rolling (one blew up too). This massively slowed him from getting to objectives. Didnt have much in range for hive guard sadly due to not the best deployment from me. Set one of the rippers to deploy scramblers in my deployment. Got a few smites off - was a good start. Scored a few secondary points.
His first turn was pretty solid - wiped most of the gaunts, and killed 4 ridge runners with demolisher cannons (those things are horrid). Got a few guys onto objectives, took a few wounds off a few other things, but surprisingly didn't kill as much as I would have thought.
My Turn 2 - did some general shuffling around so I was on 3 objectives. Held more than he did at the start also, so 10 points for the primary. Brought in the other rippers onto an objective close to my deployment, and then one of the aco's to another where the sentinel was (his platoon commander was contesting it now too). Ripper squad moved up to between the two deployment zone to deploy scramblers. Remaining ridge runners started on the tank commanders (got lucky and killed one). Hive guard shot the bullygrn (and did sweet nothing). Exocrine obliterated a guard squads off objectives, and hive guards double shooting killed another. Got a super smite (w/ perils) which did nice work on the hellhound also. Sentinel charged the PC but wiffed, and the Aco's didnt make the charge on the same. Didnt kill as much, but got onto a few more objectives again.
His turn 2 - similar. Killed another RR, killed my exocrine (obliterated him with the demolisher tank commander). And again just moved a lot of stuff up. I made a few lucky saves on other things so I probably should have lost more than I did this turn.
Turn 3 was similar again. He'd screened his manticore and basilisk really well, so I couldnt deep strike down near them at all. But there was a nice gap in the middle, so I brought the 10 man squad in there and then perfect ambushed (with a 6) to put them basically 3" away from one of the punisher commanders. Brought the 5 man flamer squad in with lying in wait to put them on one edge of an objective that had a few of his guardsman on. Flamed the (please do not swear) out of them, ridge runner took a few wounds off the demo tank before charging in with the rocksaws and killing it. Hive guard finished the hellhound off also, as well as another squad of guardsmen. This time moved up the other acos up closer to the platoon commander to guarantee the charge, which killed him. Rippers were sitting on that objective now too so guaranteed mine.
His turn 3 - again he scored zero on primary as he'd only ever managed to keep 1 objective. Either way, he then killed pretty much all the acolytes except for the ones that killed the platoon commander. Also wasted my last gaunt and rippers that held the objective near my deployment zone. Bullygrn charged my broodlord too and killed him about 3 times over.
Turn 4 and 5 basically just traded small kills more than anything and moving onto as much as we both could. Got lucky with my Alphus who managed to shoot his priest (doing the mission specific action/secondary) with a wound roll of 6 for a mortal, and 3 on the D3 damage to take all 4 wounds off. Last acos moved into his deployment to get me my last scramblers also. He shot that squad next turn and the rippers as well but left a few wounds on the sentinel so it managed to keep that objective.
Game in the end was a victory to me, 61-43. (didnt do the paint points as we both had a few squads unpainted). I maxed bring it down, got 6 only on the engage on all fronts, and got the full 10 on Deploy Scramblers. He maxed out Bring it down, got 8 on engage on all fronts, but only got 4 or so on the mission specific one.
Key takeaways for me
- Killing transports straight up is great - really limits movement if you get first turn.
- Zoans are def survivable - barely lost any wounds (but he prob should have targeted them more)
- Demolisher Cannons are effing brutal. S10 obliterates ridge runners.
- I was reluctant on bringing the sentinel (1 seemed a waste, and didnt want to pay for 3), but it definitely helped and did an excellent job of grabbing something early, and managed to stay there (as it was relatively hidden).
- I wanted the magus to do better, but he didnt. I think that was probably more around poor deployment on my behalf to start with. I think he could have done more. Broodlord was similar. I think in a different match up he may have done better - he was there as something fast that could move between objectives or similar if I needed him to. Again, better deployment with him might have done more.
- Flamer aco's are still great. Even 5D6 obliterates guardsmen and helps take objectives. However, against marines, I think this would be completely ineffective.
- Going first I think def helped - the list def wants to kill stuff straight up and move fast onto whatever it can. If I went second, with the 3 chimeras, I think I would have been on the backfoot and score may have been reversed. Despite there being a decent amount of terrain, it was still really hard to put things out of line of sight particularly when his tanks could just move into line of sight.
- Moving and shooting heavy weapons is brilliant for ridge runners.
So yeah, thats about all I can think of for the moment. Definitely learned a tonne, and probably would do a few things different next time, but I dont think id change much on the list just yet without a few more reps.