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Post by zimko on May 2, 2022 1:30:50 GMT
I went 5 and 0 at the 58 person Major. Placed 2nd thanks to battle points. I think for my next list I will drop the harpies and Deathleaper in favor of more pyrovores and gargoyles.
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Post by piersonsmuppet on May 2, 2022 3:43:27 GMT
Interesting that you’re dropping the Harpies when the community is viewing them very positively. What caused the drop? I’m guessing Gargs will be for RND?
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Post by N.I.B. on May 2, 2022 6:36:01 GMT
Good job! Can you do a short recap perhaps of your tournament? What was the name of the tournament? What faction won? What secondaries did you favour?
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Post by zimko on May 2, 2022 13:04:15 GMT
The tournament on BCP was called 'YHP 40k GT "War in the Burg"'. It had 58 players.
I'll go into details later when I get some more time. The winning army was Dark Angels who I feel I could have beaten if we played. I played against GSC (placed 3rd), Deathwatch (placed 5th), AM (this was a messed up pairing because of drops), Harlequins (placed 7th), and Tyranids (placed 10th).
As for the Harpies, they didn't feel that strong. All the Eldar variants deal with them easily and mitigate their damage (eldar are our toughest matchup). Space Marines variants have a tougher time of em but they can also destroy them by turn 2. Even the AM list was able to shrug em off. The only list where they were effective was against the Tyranids list because he chose to spam Zoanthropes and the HVC profile is rather good at killing zoanthropes. I just kept them in hover the whole game and sniped from afar.
They did stay alive the entire game against GSC and were pretty annoying for him but they weren't essential to that victory. Having Gargoyles and pyrovores would make screening against him easier.
30 Gargoyles though would help me a lot in the objective game. Banners and Stranglehold are a strong pick with 3 units of gargs and 3 units of warriors.
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Post by N.I.B. on May 2, 2022 17:04:35 GMT
Would you say Eldar have the upper hand on nids? With tank spam perhaps?
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Post by zimko on May 2, 2022 17:27:50 GMT
Would you say Eldar have the upper hand on nids? With tank spam perhaps? I would say it's an even match and will come down to player/mission/list and dice rolls.
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Post by zimko on May 3, 2022 12:52:10 GMT
Game 1 vs GSC: He had: Characters: Kelermorph w/ wyrmtooth, Nexos w/ cranial Inlay, Iconward, Magus w/ Unwilling Orb, Primus w/ Bio-alchemist Infantry: 10 hybrids w/ 4 drills and 6 flamers: Our Time is Nigh 15 hybrids w/ 6 drills and 9 flamers: A Trap Sprung 3x5 hybrids (1 with Lying in Wait) 10 Metamorphs with flamers 10 Purestrain w/ They Came From Below 10 Purestrain Vehicles/bikes 5 Jackals 3 Ridgerunners w/ Mining Lasers and From Every Angle 3 Goliath Trucks
This player is pretty good with GSC. He placed 3rd, me being his only loss. Mission: Recover The Relics (hammer and anvil deployment with 6 objectives) For Secondaries he took Behind Enemy Lines, Teleport Homers and Bring Them Down? (I can't remember the third one he took). I took Warp Ritual, Engage on All Fronts and Investigate Signals
Top turn 1:
I knew the Genestealers could get into my lines on turn 1 if he wanted to so I deployed with expendable units up front. I deployed heavily on my left side behind some ruins. The Venomthropes and Tyrant Guard were front and center of my lines to absorb the brunt of the attack. My hope was to make a genestealer unit fight last and have Deathleaper heroicly intervene into a unit to turn off stratagems. 2 units of Warriors secured the edges, while the remaining units tucked in behind the wall. I had a unit of Warriors on my far right flank to take an objective over there.
It mostly worked. The Ridgerunners moved up and shot at my Maleceptor who was protected by both trees and venomthropes (so crossfire didn't help him). They did no damage. The Genestealers charged into Warriors and Venomthropes, but he avoided the heroic intervention from the deathleaper and made a unit fight last so my venomthrope's ability was wasted. Both of my units were wiped which was expected. I'm happy to trade 245 pts in units to draw out the genestealers like this.
Bottom turn 1:
I flew the Harpies over the ridgerunners but wiffed hard on bombs, dealing only 4 mortals. My psykers had their meal right in front of them so they just moved up as much as they could. My middle Warriors moved towards the middle of the board but I couldn't get close enough to investigate signal on turn 1. Shardgullet flyrant moved to the middle to Warp Ritual. Reaper Flyrant advanced towards a truck full of metamorphs. Right flank warriors settled onto the right side objective and the pyrovores settled onto my back middle objective, making sure hybrids can't take it with a 3" deep strike. I also spread my zoanthropes out to cover the back left corner to make sure he couldn't arrive behind or anywhere near the Maleceptor with the rockdrills.
In the psychic phase I killed 19 genestealer, performed a Warp Ritual, Catalyst on the Shardgullet flyrant and Onslaught on the Reaper Flyrant. He tried to deny (he has infinite range on deny) but failed because the Neurothrope is rolling 3d6 and getting +2.
Shooting phase, The Harpies shoot and kill all the ridgerunners. The Shardgullet kills an empty truck. Warriors kill the last genestealer.
Charge/Fight, the Reaper flyrant destroys a truck full of metamorphs. I elect to leave him there because he's screening out deep strikers from the shardgullet flyrant and I have threat saturation at this point.
Top Turn 2: Scores 8 for primary. GSC arrive. 5 acolyte and 5 bikes arrive in my back right corner, which I left open. They do teleport homers and score BEH. The 10 man hybrids in a truck come out and charge the shardgullet tyrant. The 15 man blob stays in reserves. The metamorphs and kelermorph take on the reaper flyrant. Both tyrants manage to live. The reaper flyrant wipes out the metamorphs.
Bottom Turn 2: The Harpies started harrassing his backfield and scoring me Engage points. I tried to snipe characters but hybrids kept jumping in the way. Pyrovores kill the hybrids in my back corner. Middle warriors do investigate signal. Maleceptor wipes out the hybrids that were on the shardgullet tyrant. Shardgullet tyrant does warp ritual again. Right side warriors move up to tackle the truck that is on an objective (with the kelermorph inside). The warriors and reaper flyrant charge and destroy the last truck, taking another objective. Opponent is left with 1 objective full of characters (his back field objective) and a 15 man rockdrill unit in reserves. The middle is screened from them.
The game is over at this point. We play out the final turns quickly and score up points. 92 to 72 victory.
It's a strong GSC list, but as long as we protect our damage dealers from deep strikers and focus on objectives, it's not that hard to wipe them out.
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Post by zimko on May 3, 2022 13:19:56 GMT
My second game was on the streaming table, with commentary from my teammates. www.youtube.com/watch?v=aelsNPM2YiM&t=10177s&ab_channel=WetWildAndWarpyMy opponent Mark is known in our local meta as being very good at the game. He usually plays AdMech but since they've been struggling lately he opted to bring Deathwatch to this tournament. Army of Renown: Kill Team Strike Force - Librarian - Primaris Chaplain on Bike - Watch Master - Proteus Kill Team w/ 4 Missile Launcher Veterans, 3 Cyclone Missile Launcher Terminators, 2 Veterans with Chainswords and a Sergeant with Jump Pack. - Proteus Kill Team w/ Black Shield w/ Thunder Hammer, 3 Terminators with TH/SS, 4 Vets w/ chainswords, 1 vet biker and a sergeant with Heavy thunder hammer - Proteus Kill Team w/ 4 Deathwatch vets w/ chainsword/boltgun, 2 vanguard vets w/ thunder hammers, 3 bikers and a sergeant with chainsword/boltgun. - Proteus Kill Team w/ Black Shield w/ Thunder Hammer, 3 Terminators with TH/SS, 4 Deathwatch Vets w/ chainswords/boltguns, vet biker, sergeant w/ Heavy thunder hammer - Spectrus Kill Team: 5 Eliminators and 4 Infiltrators So a very confusing looking list, but basically it's a whole bunch of resilient space marines (with new Armor of Contempt) that have all the keywords. (Bikers with infantry keyword is silly). The 1 unit of missile launchers is his primary ranged threat while the rest is mostly melee. The mission was Abandoned Sanctuaries, which has a special rule that no one can deploy in 'no mans land'. The game is on stream so I won't go into a whole lot of detail. But basically: Harpies were useless, they got shot down and did mostly nothing. Reaper Flyrant tried to go after the missile unit but I didn't paroxysm them which led to him eating 6 damage in overwatch. THEN he failed the charge. So I just put him back in orbit and used him for psychic interrogation the rest of the game. The Shardgullet flyrant baited out a large melee unit for the Maleceptor to kill. I kept the Maleceptor safe the whole game. The only time he managed to reach it was when he didn't have enough damage to deal with him. I mortal wounded everything to death mostly. Warriors scored some kills as well, and the pyrovores were annoying resilient for him, also scoring some kills with AP 3 melee. Final score was 89 to 67
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Post by zimko on May 3, 2022 13:32:21 GMT
Game 3 was sadly a wash. Something screwy happened with pairings after the round started. I think my opponent dropped and some other people dropped and rather than re-do pairings again, the TO decided to shuffle a couple people around. I ended up going against a guy that was 0 and 2 playing Astra Militarum with a Baneblade, 3 Tank Commanders, 2 Manticores and a bunch of infantry.
He did go first so managed to swipe a Harpy out of the sky with the Baneblade and bracketed the Maleceptor. But then the Reaper Flyrant killed the baneblade with psychic, charging mortals and melee. The Shardgullet Flyrant was able to pick up a tank per turn. He couldn't do much. His artillery was ineffective vs Venomthropes.
Won 97 to 46. I didn't score max because I took Warp Ritual. The Shardgullet Tyrant is really good at performing that secondary while sniping stuff and being protected by Tyrant Guard.
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Post by zimko on May 3, 2022 16:39:17 GMT
Game 4 vs Harlequins
This was a good game. His list: 2x Troupe Masters 4x5 Troupes with 2 fusion pistols and 2 neuro disruptors 5 Troupes Death Jester Solitaire 2x5 Skyweavers w/ Shurikan Cannon and Zephyrglaive 4 Skyweavers w/ Shurikan Cannon and Star Bolas 5 Starweavers
Mission: 22- Conversion (table quarter deployment) Secondaries: He took Bring Them Down, Stranglehold and Abhor the Witch I took Strangehold, Pierce the Veil and Investigate Signal
Top Turn 1: I went first. I switched to hover on the Harpies and played cagey with them. I activated the Maleceptor imperative so that my venomthropes can advance and do Investigate Signal. I had a large LOS blocking building near the middle so I could hold the middle objective from inside the building. The Shardgullet flyrant flew to the top left corner to do pierce the veil and to take some shots at skyweavers. With the Harpies and Shardgullet I kill 2 bikes. Turns out that transhuman to hit and no rerolls is pretty good against HVCs. I advanced 10 warriors to the left objective and use the pyrovores and other warriors to screen the maleceptor behind my building. I absolutely can not let his 22" movement skyweavers get a charge on the maleceptor.
Bottom Turn 1: He moves most of his bikes towards my shardgullet flyrant and unloaded shots into him. He lived with 4 wounds remaining. He sent a troupe unit to the middle to get stranglehold (since the venomthropes were my only unit on it). The solitaire did solitaire things and weaved between my units to charge the reaper flyrant. A troupe master managed to do the same to my maleceptor. A bike unit moved to my main bulk as well, shot and killed a pyrovore, then charged the tyrant guard.
He only managed 2 wounds on the flyrant and 4 wounds on the maleceptor. He was wounding on 5s and I had good saves. But I also didn't kill his characters because they too had good saves. The tyrant guard killed a bike.
Top Turn 2: I score 8 primary. I heal up the shardgullet flyrant to 7 wounds. Shardgullet Flyrant stayed where he was though to do one more pierce the veil for 8 points. One of the warrior squads near the Shardgullet flyrant managed to charge a skyweaver unit (even after they moved away 6 inches, i used shard lure on them). The other warrior unit on that flank stayed on the objective. I used both Harpies to drop bombs on the 5 troupes on the middle objective and killed 4 of them. I then shot with both of them... and still didn't kill that stupid harlequin. I had no other shooting I could put into it. This is really bad because my Venomthropes don't hold the objective due to the troupe having obsec. And they can't complete Investigate Signal AND I don't have stranglehold. So I decide that I'll forgo scoring Investigate Signal, and use the Venomthropes to charge the troupe. They kill it with a mortal wound at the start of the fight phase. This had to be done because It's Stranglehold and it prevents my opponent from scoring 12 on primary. Again though harpies are continuing to not impress me. The Maleceptor and zoanthropes kill the bikes and 2 characters that were in the middle of my forces. The warriors that charged the bikes killed only 2 of them.
Bottom Turn 2: He scores 8 primary. I left the shardgullet flyrant on the board because I knew my opponent had to commit his skyweavers to killing it. And that meant his bikes were going to be at least another turn away from diving into my main force in the middle. I was fine trading the Flyrant for time. He scored me 8 pts on Pierce the Veil and that's enough. He moved 2 transports with troupes inside onto the middle objective and within range of a harpy. The other fusion transports moved to be in range of both harpies. An empty transport is holding his southern objective. At the north, the skyweavers in melee with my warriors move towards the shardgullet flyrant. The other skyweaver unit moves to take on the warriors. The second troupe master moves towards my warriors on the top left objective and charges them. He manages to kill the Tyrant and one of the warrior units, but the one charged by the troupe master survives with 2 models. In shooting, both harpies fall to fusion pistols and neuro disruptors. Extra fire went into the Venomthropes but only killed 1. The transports charged the venomthropes but couldn't kill 1, so we contest the objective, which means he does not score stranglehold.
Top Turn 3: I score 12 on primary The venomthropes fallback and stay on the middle objective but closer to his board edge. The top left Warriors fallback from the troupe master but he chases them down and kills them later in the fight phase. The pyrovore moves out onto the objective to flame stuff if there's anything left after psychic. The Tyrant Guard take up the Venomthropes' original position inside the building and begin the Investigate Signal action. The Maleceptor moves to the south of the middle building and lines up some powers for the 2 transports in the middle. The Reaper Flyrant advances to the bottom right objective where a lone Transport is holding the objective. So I execute all the things, and once the dust settles, both transports and their contents are dead. The empty transport on the bottom right objective is dead with the Reaper Flyrant holding it.
Bottom Turn 3: He scores 8 on primary for holding the top left and top right objectives. Now he has to commit to the Maleceptor. It's the first time I've given him an opening. The Maleceptor and Reaper Flyrant both have FNP though. So his full health skyweavers move to the middle to try and take on the Maleceptor. The smaller, damaged unit of 3 skyweavers moves to try and take my back field objective, which is currently being held by Deathleaper sitting in a forest. The last fusion boat and a unit of troupes move to take on the reaper flyrant. Here's where I get a bit lucky. After all the shooting and combat, the reaper flyrant is alive with 3 wounds. And the Maleceptor saved a miraculous 7 out of 8 invulnerables at one point. He is still alive with 5 wounds remaining. Then I had the opposite luck with the Deathleaper... Deathleaper got charged by the 3 skyweavers and failed 5 out of 7 invulnerable saves. So he takes my back objective. This gives him stranglehold.
Top Turn 4: I score 4 on primary. I haven't mentioned it up to this point but we're both scoring the bonus objective for 2 to 3 points every turn. So we're getting a lot on primary. His backfield objective only has an empty transport on it. So my 2 venomthropes advance from the middle to that objective to steal it. The Reaper Flyrant and Maleceptor stay in combat to cast powers. The Maleceptor is on his second bracket so he's doing 2 mortals with a 7+. He and the Zoanthropes manage to kill all of the skyweavers. The fresh Warrior unit that I still had near the Maleceptor goes to my own backfield objective and kills the 3 skyweavers that got my Deathleaper (my opponent has no remaining CP to run away with, and his warlord is dead so he can't generate more per the mission special rules). The Reaper Flyrant finishes off the troupes on the ground and kills the full transport. The contents come out to hold the objective. Tyrant Guard continue to investigate the signal for 3 points.
Bottom Turn 4: By this point he has almost nothing left. He has a troupe master holding the top left objective, the deathjester engaged my pyrovore at some point but didn't kill it. He has an empty transport on his backfield objective with 2 venomthropes nearby. And he has 5 troupes with both a Maleceptor and Reaper Flyrant nearby. So we call it here. The game was over when he failed to kill the Maleceptor with those 5 skyweavers last turn. If that worked out then it would have been closer.
Final score: 84 to 67.
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Post by zimko on May 3, 2022 17:42:52 GMT
Game 5 vs Jorm Zoanthrope spam This is my first match against another tyranid player with the new codex. There were 3 of us that were 4 and 0 in the tournament, but my score was lower than the other 2 so I got paired down. The other two players were Dark Angels terminator spam and Aeldari. I felt very confident I could beat the Dark Angels list and he's the guy that won the tournament. Oh well. But anyway, I had to play against tyranids.
This player had lost his first round to another Tyranid player. So similar to the Dallas Open... a lot of our losses are going to be to other Tyranids.
His list: Jormungandr Reaper Flyrant 10 gargs 2x3 pyrovores parasite w/ alien cunning and gestation sac 7 Raveners w/ rending claws Exocrine w/ Voracious Ammo 3x5 Zoanthropes Neurothrope 3 Warriors 3 Biovores
Mission: 33 - Secure Missing Artifacts (corner deployment) Secondaries: He took Stranglehold, Banners and To The Last (all 3 zoanthrope units) I took Stranglehold, Banners and No Prisoners
This was a very cagey game. The tournament was player placed terrain, and one of the building is completely LOS blocking on 3 sides and is fairly large. So my opponent used this building as his own personal fortress. He was able to fit all the raveners on the bottom floor, and 2 units of zoanthropes on the middle floor. (He had clearly practiced this in his previous 4 games). The Gargoyles also had a couple models on the second floor with the rest behind the building. The Reaper Flyrant and Exocrine were also behind the building. The only units NOT inside this building were 3 pyrovores on his south objective, and 3 pyrovores, 3 warriors and 3 biovores on his north objective (his priority objective). One Zoanthrope unit went into jorm tunnels.
I had my big building near the middle objective (but not on it because he blocked me from doing this with one of his ruins) and 2 other obscuring ruins near the center line. I deployed mostly everything aggressively because I knew he wasn't going to be able to reach me on turn 1.
For the adaptive traits, I choose to keep the Levi one to reroll hits. He chooses the Lurk one for rerolling Deny the Witch. Top Turn 1: I get the first turn and we pick our synaptic imperatives. I pick the Maleceptor one because I want to advance my venomthropes to the middle and put down a banner. He picks Warp Shielding. So he has this big building of mortal wound death and raveners... I decide I don't want to go anywhere near that. So I send my Venomthropes to the middle to get me stranglehold and lay down a banner. Everything else stays in hiding and I put up banners on my back objectives. The Harpies go into hover and drop some mines, staying just outside the threat range of his Exocrine. One Harpy manages to get LOS on his Biovores along the northern border. I decide that with Encircle the Prey I can send my Shardgullet Flyrant out to score some easy Pyrovore kills. I advance him forward, and get LOS on the southern Pyrovore unit (who are outside imperative range) and easily kill all 3 (thank you AP -5 and Damage 5 on an assault weapon). He's also within 12" of the Gargoyles inside the building... so I cast Neuroparasite from the Maleceptor through the synaptic link to the Flyrant and killed 5 gargoyles. The Harpy kills all 3 Biovores to the north after he fails all his 5+ invul saves from warp field (lucky me). Then the Shardgullet Flyrant goes back into orbit.
Bottom Turn 1: He hoped I would be more aggressive, but instead the only target I give him is 3 venomthropes. However, he doesn't even need to kill them. He sends his gargoyles to the middle to steal the objective for stranglehold and to remove my banner. The southern objective is still being held by the raveners inside the building, so they drop a banner there. The northern pyrovores drop a banner on his priority objective. The 3 Warriors stay near the pyrovores. 1 lone Zoanthrope pokes his head outside the fortress to take a crack at smiting the venomthropes (who I gave catalyst to). They kill a venomthrope.
Top Turn 2: I score 8 on primary. I take a look at the secondaries... he has an easy 15 with To The Last if he just doesn't commit anything except what he needs for stranglehold. I on the other hand need to kill his stuff for No Prisoners. So I decide that I need to be the aggressor. I take the Warp Shielding synaptic imperative. He takes the Warrior imperative for exploding 6s in melee. I decide to send out all my warriors, 1 up the northern border towards his priority objective, 1 onto the middle objective but with a ruin between them and the zoanthrope fortress, and another from my southern objective towards the middle (easily shootable by the Exocrine if it comes out). The Venomthropes stay on the middle objective. My hope here is to bait out his Zoanthropes and raveners. The Harpies and Tyrant Guard stay in my backfield to keep him from arriving behind me with his Zoanthropes. My Neurothrope is also helping with this since he doesn't need to be close to anything for his powers as long as there's a synaptic link and he also doesn't need Look Out Sir from so far back. My Zoanthropes also come out in the north towards his priority objective. The Shardgullet flyrant arrives on that border as well and gets LOS of his pyrovores there. One of my harpies is able to spot the 3 warriors there as well. I keep my Maleceptor and Reaper Flyrant tucked in behind the main ruin. With shooting, I kill all the pyrovores and warriors on his priority objective. I can't get any of my units there yet to remove the banner. The gargoyles die in the psychic phase to Zoanthropes.
Bottom Turn 2: He scores 4 on primary. Well now I have his attention. I've given him plenty to kill and he has to start committing to the battlefield or lose on objectives. So everything comes out. The Raveners go for my unit of warriors in the middle. The Exocrine pops out to shoot the Venomthropes. The Reaper Flyrant goes after the Warriors in the south. The deep striking Zoans arrive on his priority objective and to smite the warriors in the north. The Zoanthropes inside the buildings come out to line up smites on my Zoanthropes. Then all the pain happens. My Zoanthropes get wiped. Venomthropes though survive the Exocrine's shooting thanks to Catalyst, -1 to hit and Warp Shielding. My northing warriors are thinned to 3 models after smite from Zoanthropes. The Raveners wipe out my middle Warriors and take the middle objective (they avoided being within 3" of my venomthropes, otherwise he may have fought last and the warriors could win that fight)... so the Venomthropes somehow survive yet another turn in the open but still lose the objective because there's more raveners than them. The Reaper Flyrant kills all 5 southern warriors and yeets back into reserves.
Top Turn 3: I score 8 primary. So now everything is out except the Reaper Flyrant who is in reserves. So I still keep the Harpies back to prevent him from getting behind me, but at least now they can start shooting zoanthropes. For imperatives we both choose the Neurothrope's because we know the psychic phase is about to get real. He has Catalyst on the Raveners. So I know that shooting them isn't a good option since damage 4 weapons just won't cut it. I also know that with the shear number of wounds they have and our current imperatives, the psychic phase will also not wipe them. So with most of my warriors dead, I decide that the Reaper Flyrant is the only tool I have left that can really deal with them. I do try to Maleceptor them to death anyway, killing a few. In the north, my 3 remaining Warriors advance and charge the Zoanthropes on his priority objective. I have to keep the pressure up there to keep him from getting points. The Shardgullet Flyrant stays back a bit to shoot at Zoanthropes and to keep from getting charged by the Reaper Flyrant when it comes back, but he can easily reach the priority objective next turn. The Venomthropes continue to stand their ground in the middle. I bring out the Deathleaper to also charge the Raveners and to make sure I hold the middle objective. Shardgullet and Harpies shoot, killing a total of 4 zoanthropes spread across 2 units. The Warriors kill 1 more in melee. So that leaves 2 in melee with the warriors on the priority objective, another unit is down to 3 and the other unit still has 5. The Reaper Flyrant and Deathleaper kill off the raveners (venomthropes made them fight last so they couldn't interrupt) and the Reaper Flyrant uses overrun to go back to where he was so he can't be charged by the deep striking Reaper Flyrant or be zapped by zoans.
Bottom Turn 3: He scores 4 primary. He still has a lot to kill and not a lot to do it with. He sends out the parasite to the middle objective which currently has Deathleaper and 2 venomthropes on it. His plan is to move onto the objective with the parasite (we both have alien cunning) and to use gestation sac to drop rippers and steal the objective... here's the problem. The Deathleaper prevent actions from being used within 6" of him. This is the first time it every came up for me. So he can't drop rippers while on the objective. Instead, he moves close, drop the rippers, then charges the venomthropes with the parasite to get onto the objective. But only 2 rippers can get on the objective without being heroicly intervened by the Deathleaper, so he needs to kill 1 of the venomthropes with the parasite and he can't shoot the venomthropes with the Exocrine or risk not getting the parasite on the objective at all. Well... the parasite fails to kill a venomthrope. The SUPER Venomthropes continue to live and be a pain in the ass, denying him stranglehold. The Exocrine manages to shoot my reaper flyrant because I was careless with his wings sticking out, but only does 2 damage after FNP and invuls. His Reaper Flyrant arrives near his priority objective, but the Warriors there are killed in the psychic phase so he has nothing to charge. The full health unit of Zoanthropes moves out to get LOS on the Deathleaper. They smite and deal some mortals to him, but he has 7 wounds and a FNP from the imperative so he doesn't die.
Top of Turn 4: It's mostly over at this point. My Reaper Flyrant jumps out and wipes the full health Zoan unit. The Shardgullet Flyrant wipes the 3 zoans on his priority objective. The Harpies move out finally and shoot at the other zoan unit, killing 2. The Maleceptor makes the parasite's head explode multiple times over. He has nothing left except his Reaper Flyrant, Exocrine and Neurothrope. We talk it out and add up score.
Final score: 95 to 74
It was a pretty fun game. I loved the interaction between the Deathleaper with Alien Cunning and the Parasite with Alien Cunning and Gestation Sac. It kind of solidified in my head the superior alien cunning creature. Despite this though, I'm dropping the Deathleaper from my next list and giving Alien Cunning to the Shardgullet Tyrant. Then using those points for Gargoyles/Pyrovores.
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Post by tomb on May 3, 2022 18:56:45 GMT
Thanks for the bat reps. All sound like good games.
I ran alien cunning on the reaper flyrant at the weekend he flips objects of holds your own very well. Id consider trying this set up, I found the shard gullet perfectly adapted walkrant too tasty to loose the reroll on personally.
Gargs are fantastic I'm also going to run 3x10 for my next list.
Im realy surprised your Harpies didn't pull thier weight? I played into Dark Angels ( Term spam) game three on the weekend and the Harpies did all the hard lifting. Why did yours not work out in your matchups?
Anyhoo, congrats on your wins and podiuming.
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Post by zimko on May 3, 2022 19:14:06 GMT
Thanks for the bat reps. All sound like good games. I ran alien cunning on the reaper flyrant at the weekend he flips objects of holds your own very well. Id consider trying this set up, I found the shard gullet perfectly adapted walkrant too tasty to loose the reroll on personally. Gargs are fantastic I'm also going to run 3x10 for my next list. Im realy surprised your Harpies didn't pull thier weight? I played into Dark Angels ( Term spam) game three on the weekend and the Harpies did all the hard lifting. Why did yours not work out in your matchups? Anyhoo, congrats on your wins and podiuming. If I played against Dark Angels then ya they would have done well. Instead I played against Deathwatch and they easily got shot out of the sky by missiles. Against Harlequins they're horrible thanks to only hitting on 4s and 4+ invuls on everything. Against regular Eldar they might be ok... but several Aeldari lists are starting to take Crimson Hunter Exarchs which are a nightmare for Harpies. As well as Fireprisms. To me it's a meta call. Harpies shine really well in matchups that are winnable without the Harpies. They fail horribly in matchups that give us trouble (Aeldari and Tau), especially when going second. So I'd rather struggle a bit more against armies we can already beat in order to take units that will help us in the tougher matchups.
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Post by zimko on May 3, 2022 19:25:34 GMT
I may change my opinion after this weekend. But for the RTT on Saturday, I want to try not taking Harpies. Here's what I'm taking instead:
Levi Battalion: HQ - Neurothrope: Res Barb, Warlord, Synaptic Lyncpin, Catalyst, Onslaught, Paroxysm - Winged Hive Tyrant: Reaper, Aglands, Tsacs, Adaptive Biology, Paroxysm, Psychic Scream Troops - 10 Gargoyles - 10 Gargoyles - 5 Warriors: 5 deathspitters, 5 dual bs, aglands - 140 - 5 Warriors: 5 deathspitters, 5 dual bs, aglands - 140 - 5 Warriors: 5 deathspitters, 5 dual bs, aglands - 140 Elites - Maleceptor: Neuroparasite, psychic scream - 3 Pyrovores - 3 Venomthropes - 3 Tyrant Guard: lash/sword - 3 Zoanthropes: Neuroparasite Heavy Support - Tyrannofex: Acid Spray, Voracious Ammo
Patrol HQ - Flying Hive Tyrant: Shardgullet, Alien Cunning, Catalyst, The Horror Troops - 10 Gargoyles
A few notes on changes:
No more lashwhips in the Warrior units. It's never worth the CP. The Horror is nice because it's free but not the strat.
I'm still a fan of damage 2 swords on the Tyrant Guard. Helps against transports and characters while also giving the rending claws reroll 1s to hit against space marines.
Alien Cunning on the Shardgullet makes sense to me. He has more freedom to position himself where you want him, while the Reaper Flyrant is either hiding or going directly for a target of opportunity that may or may not be on an objective. And if there's a Tyrant that I'm going use Encircle the Prey on while stealing an objective then it's the shardgullet tyrant because his ranged weapon will always be useful when he comes back, while the reaper flyrant either needs to risk a long charge or hide. Plus there are also situations where the Reaper Flyrant can steal an objective without needing Alien Cunning because he simply kills the things on the objective. The Shardgullet Tyrant can charge onto an objective and steal it without needing to kill what's on it.
gargoyles: RND or Banners are both great options. They can also provide protection in the mirror match for the psychic phase by making themselves the closest target. They can also help with screening deep strikers.
Acidfex: Seems like a tough nut to crack. And without Harpies I need a little more ranged threat. Auto-hitting AP3 flamer should do well into Aeldari or space marines.
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Post by zimko on May 5, 2022 19:04:53 GMT
I'm chickening out on the 'No Harpies' and swapping the Acidfex out for a Harpy with Dermic Symbiosis. (also removing toxin sacs on the reaper flyrant due to points).
I don't like the Acidfex's range and low strength. The bombs on the harpy are too good. Plus the army will look cooler with all the winged creatures.
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