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[BatRep] Fourth game with Tyranids: vs. Tau!

 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Sun Nov 06, 2005 6:11 pm 
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Okay, this windy afternoon sees a battle for the letter "T" as Tau and Tyranids square off. ?I can only hope my opponent is blown away before arriving. ?I'm glad I decided on a "shooty" army before I knew what I was facing...

My opponent didn't know he'd be facing Tyranids as I've been blathering on about the Orkimedies Gargant Bigmob lately, so he thought he'd prepare for facing that... all skimmers and lots of shooting!

Let's take a look!





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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Sun Nov 06, 2005 6:17 pm 
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Rules Changes Used

Termagants: 15 points, CC 6+ and FF5+
Hormagaunts and Raveners: 15cm move, Infiltrate
Gargoyles: 20 points CC6+, FF 5+, Bio-Plasma Attack (+1CC), Skimmer
Carnifex: Bio-Plasma Attack (+1CC)
Lictors: 150 points for 3, only one MW attack, gain Commander ability
Dacto-Exocrines: Super Spore Mines 45cm 1BP, Indirect Fire, Disrupt
Lesser Synapse Node: gain Scout and "Ripper Swarms", CC6+ and FF6+

Spawning: 1 pip per Common Brood, 2 pips per Uncommon Brood/DC
Tyranid BTS Goal: 50% or more Synapse Creatures destroyed.

Tau Armylist WIP 4.2.3
XV8 Crisis Suit: LV, Walker
XV88 Crisis Suit: LV, Walker

Armies
Tyranid Horde - 2500 Points

Synapse
2 x Hive Tyrant
2 x Tyranid Warrior Units
4 x Lesser Synapse Nodes

Independent Broods
2 x Lictor Broods of 3

Common Broods
12 Termagants
9 Gargoyles
9 Raveners

Uncommon Broods
2 x Dacto-Exocrine
2 x Lyco-Exocrine
3 x Carnifex - Venomfex
4 x Haruspex
4 x Zoanthrope
4 x Mycetic Spores

Tau Expeditionary Force - 2500 points

Armoured Mobile Hunter Cadre Alpha (BTS goal)
Additional Hammerheads
2 Swordfish replacements
1 Skyray upgrade
-all Hammerheads with Railguns

Armoured Mobile Hunter Cadre Beta (BTS goal too...oops!)
Additional Hammerheads
2 Swordfish replacements
1 Skyray upgrade
-all Hammerheads with Railguns

Narwhal Contingent
1 Dragonfish

Narwhal Contingent
1 Narwhal

Pathfinder Tetra Contingent Alpha
6 Tetras

Pathfinder Tetra Contingent Beta
6 Tetras

Moray Squadron
1 Moray Assault Ship w/ Heavy Ion Phalanx

Hero Orbital Support
Hero Class Crusier w/ Gravitic Tracer salvo

A massive ridge cut North to South through the approximate middle of the table.  The western slope was moderately forested while the eastern side was studded with Imperial ruins.  A ruined Imperial building and a rocky outcrop marked the high point of the ridge in the middle of the table.





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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Sun Nov 06, 2005 10:01 pm 
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Cool - two playtest lists in action! :D

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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 1:28 am 
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Question on ripper swarms.  Is it one attack or one attack per enemy stand within 15cm?

I assume the first, however the latter seems more swarmish (or possibly ripper flood)

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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 1:30 am 
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Quote (ragnarok @ 06 Nov. 2005 (23:28))
Question on ripper swarms. ?Is it one attack or one attack per enemy stand within 15cm?

I assume the first, however the latter seems more swarmish (or possibly ripper flood)

It is one attack per DC ( I assume)





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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 2:51 am 
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Quote (ragnarok @ 07 Nov. 2005 (00:28))
Question on ripper swarms. ?Is it one attack or one attack per enemy stand within 15cm?

It's a normal "weapon" for the Synapse Node, so the Lesser gets one attack, while the Greater gets three for its 3DC; think of it more as "focusing" the Rippers on a target.

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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 3:15 am 
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Setup

Objectives

Tau chose the southern side of the battlefield and placed Blitzkrieg in the ruin covered side of the hill about a quarter table length from the edge. ?Tyranid placed Blitz directly across from the Tau Blitz. ?Objectives on the Tau side were placed as close to the deployment zone as possible on opposite sides of the board: one in ruins, the other in forest. ?One of the objectives on the Tyranid side was placed at the top of the ridge almost in the middle of the table while the other was placed out in the open about a foot from the western table edge between to forested areas.

Garrisons

Tau Hero-Class Starship was set to come in turn 3.

Tyranids kept both Lictor units and two Synapse Nodes off-board and 9 Gargoyles in the Spawn Pool.

Tau garrisoned Tetra Beta in a close line in front of their forest objective.

SNL 1 was garrisoned forward of the Blitzkrieg in a ruined building along with Hive Tyrant 1, 2 Dacto-Exocrine, 4 Carnifex, and 1 Haruspex.

SNL2 was garrisoned north of the ridge objective in some ruins along with Tyrant 2, 3 Haruspex, and 2 Lyco-Exocrine.

Warrior Brood 1 was garrisoned on the rocky outcropping south of the ridge objective with a brood consisting of 3 Raveners, 2 Zoanthropes, and 4 Termagants.

Warrior Brood 2 was garrisoned in a forested area east of the second objective with a brood of 6 Raveners, 2 Zoanthrope, and 8 Termagants.

Deployment

Tau deployed in a staggered battleline halfway up their deployment zone. ?From west to east it consisted of Armoured Cadre Alpha, Tetras Alpha, the Dragonfish, and then Armoured Cadre Beta. ?Slightly further to the east were the Narhwal and the Moray hovering near the Blitzkrieg.

Tyranids had nothing to deploy.

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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 3:40 am 
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Turn 1

No teleports

Strategy Roll - Tyranids

With but a thought Hive Tyrant 1 orders its brood to fling death-filled spores at Armoured Cadre Beta, but the deadly projectiles are only able to lay two blastmarkers.

Realizing the closer swarms were the greatest danger Tetra Beta coordinates the fire of Armoured Cadre Alpha and the Dragon fish towards Warrior Brood 2. ?The Tertras advance to mark the brood while the Dragonfish advances and the Armoured contingent doubles up, weapons blazeing. ?After the rumble of railguns had fades and the missile smoke clears only 2 Raveners and 4 Termagants have fallen to the onslaught.

Without hesitation the Moray advances also blasting Warrior Brood, 2 killing another Ravener and 3 more Termagants.

A bit overwhelmed, Warrior Brood 2 fires on Armoured Cadre Alpha laying only a single blastmarker before calling down a Mycetic Spore and spawning 3 Raveners and two Termagants.

Feeling hesitant, the commander of the Narwhal finally decides to move his craft closer to the enemy (The old "double-1s" re-roll!).

Seeing their fellow Warriors the target of so many attacks and sensing a commanding presence within it, Warrior Brood 1 advances on the Dragonfish firing much venom and warp bolts only managing to slightly ruffle the feathers of its crew. (This was our first fight with something with Deflector Shields and we were quite confused. ?Does a unit with the Shield and Reinforced armour get, in essence, 3 saves against AT attacks? ?Gotta ask on the Tau board.)

Hive Tyrant 2 also advances on the Dragonfish, its horde of bio-tanks only laying a single blast marker.

Seeing the great threat to their leader, Armoured Cadre Beta lifts high in their grav-drives and sustains fire on Tyrant 2's mighty brood. ?A total of eleven railgun and missile shots strike home but the thick carapaces of the Tyranids turn all but one away as a single Lyco-Exocrine is blown apart.

Last, and essentially least, Tetra Alpha advances on Warrior Brood 2 but their pulse rifles don't find their mark.

All formations rallied, leaving only a single blastmarker on Armoured Cadre Beta.

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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 4:13 am 
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Turn 2

No teleports. ?No Tyranids go to ground, but Hive Tyrant 2 finds all its broodlings except one Exocrine have found new homes (I wasn't really "thinking ahead" when I positioned the units as I advanced them, I've discovered that "closer synapse" rule can be a real danger!).

Strategy Roll - Tyranids

Though surrounded by horrific monsters, Hive Tyrant 2 feels along and after urging its single follower to fire on the Dragonfish it calls down a Mycetic Spore and spawns? 2 Termagants (I hadn't put the dead Exocrine back in the Spawn Pool so I'd forgotten I had it available, still "snake-eyes" on the dice was pretty disappointing).

Again Hive Tyrant 1 orders its brood to fling death-filled spores, but this time at Armoured Cadre Alpha and the nearby Tetra Alpha and places two blast markers on each unit.

Discovering the danger of letting even a single creature of a brood live, Armoured Cadre Alpha pops-up to sustain fire on Warrior Brood 2, this time with great effect: 2 Warriors, 2 Raveners, and 3 Termagants are destroyed by the accurate fire.

Armoured Cadre Beta moves forward, advancing towards Warrior Brood 2, though they only score a single mortal hit on the brood's nearest creature: the final Tyranid Warrior.

Driven into frenzy by the loss of their synapse creatures, the remaining Raveners and Zoanthropes of Warrior Brood 2 move to engage Armoured Cadre Alpha in a vicious firefight, despite the screening craft of Tetra Alpha. ?Even with rapid-firing burst cannons, the Tau grav-tanks are pushed back, 1 Hammerhead and 1 Swordfish blasted apart to the death of only 1 Ravener. ?The surviving Tyranids confusedly shuffle back towards Tyrant 2.

Warrior Brood 1 moves forward to engage the commingled Armoured Cadre Beta, Dragonfish, and Tetra Beta, but some wires get crossed in the synapse link and the Tau fell 4 Raveners and a Termagant for the cost of only one Hammerhead, easily pushing the Bugs back from the Tau lines.

Realizing that the horrible creatures are spawning from strange pulsing nodules on the ground, the Moray sustains fire into Synapse Node 2. ?The single Termagant guarding it is no match and the Node is obliterated before it can create any more monstrosities.

With information supplied from the Moray, the Narwhal moves forward to unleash its missiles against undefended Synapse Node 1, but none of the unmarked missiles strike home.

Feeling suddenly vulnerable, Synapse Node 1 calls down a Mycetic Spore spawning a Lyco-Exocrine and 7 Raveners.

Tetra Alpha advances to a position behind the small brood of Tyrant 2, killing one Termagant and setting up a potential crossfire situation.

The Dragonfish advances to take advantage of the crossfire but only manages to eliminate the remaining Termagant and the Exocrine, leaving the Hive Tyrant completely alone.

Tetra Beta advances on Warrior Brood 1 but their pulse rifles do no harm to the chitinous horde.

The Dragonfish removes its blastmarkers and Tetra Alpha removes one, while Armourd Cadre Alpha remains broken and moves to the far west of the board, deep into Tau territory.

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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 4:45 am 
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Turn 3

A Synapse Node erupts out of the ground near the Tau Blitzkrieg, concealed by ruins, and a second Node, accompanied by 2 broods of Lictors show up by the forested western Tau Take-and-Hold objective, horrifically close to the broken Armoured Cadre Alpha? while 1 Ravener goes to ground just out of synapse range of Tyrant 2.

Strategy Roll - Tau

Tetra Cadre Beta coordinates the fire of the Dragonfish and Armoured Cadre Beta, all sustaining fire on Warrior Brood 1. ?The firepower is awe inspiring, but the Tyranids are unphased as only 2 Haruspex, 2 Termagants, and a single Zoanthrope are felled.

Sensing the enemy behind them, the Narwhal aims it markerlights at the Synapse Node near the Blitz and hammers it with guided missiles utterly destroying it!

Finally annoyed enough by all the little red dots appearing on its diminished brood, Hive Tyrant 2 engages Tetra Beta, destroying 4 of the flitting craft and sending them fleeing to the NW corner of the board, deep in Tyranid territory without a single loss.

Synapse Node 4, near the broken Armoured Cadre Alpha, calls down the remaining 2 Mycetic Spores and spawns 1 Haruspex, 2 Raveners, and 6 Termagants.

Shaken by the unfolding carnage, the Moray slowly moves forward, unsure which enemy to target. (Failed initiative test, Tau saved the re-roll for the spaceship... just in case!)

The sky is then rent apart as the bright flashes of gravitic tracers announce the arrival of the Hero Class Cruiser. ?The tracers are guided by markerlights to strike Warrior Brood 1, but only a single Zoanthrope is hit and killed.

Lictor Brood 1 calls out to Lictor Brood 2 and they both race to engage the battered grav-tanks of Armoured Cadre Apha. ?The Tau put up a valiant fight killing 2 of the spooks, but the support fire of the Synapse Node's brood is too much for them and they are completely destroyed. ?(The combat went on for a surprising two rounds!)

Sensing the need to defend its territory, Hive Tyrant 1 marches its brood forward to defend the valuable spore chimney and reclamation pool.

Targetting the largest enemy, Warrior Brood 1 sustains fire on the Dragonfish, but the Tau's armour turns away all attacks.

And Synapse Node 1 just burbles happily to itself as it guards the Blitzkrieg?

End of turn: ?Tau 1 (BTS, 6 of 12 synapse dead) vs Tyranids 3 (BTS, Defend the Flag, They Shall Not Pass)

I really thought those suped-up armoured Cadres would be the end of me, they have a terrifying amount of firepower!

Well, the surviving Tau realized they had a crisis on their hands and needed to call in reinforcements to deal with this alien threat... if the Greater Good did not prevail, they'd soon be the Greater Food...

(I'll do up the second battle's report tomorrow.)

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 Post subject: [BatRep] Fourth game with Tyranids: vs. Tau!
PostPosted: Mon Nov 07, 2005 3:56 pm 
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Chroma,

Batrep 1: hilarious report, I LOL several times reading through. The confused moray (failed init) was one such moment.

Setting the stage of expectations by both players also helped me understand mindsets going in. I appreciate that!

I cannot really comment on the tactics as I'm not familiar with the latest versions of the bugs.

The battle sounded fun. Lots of engagements are never good for err... the greater good. :alien:

Regarding the Moray shields, you have it right, I'll elaborate on the Tau forum where you've linked to this report.

Most importantly, I'm glad to hear that the battle was a lot of fun.

The HH are a main push formation for us, appearently, the bug list knows how to push back quite well! Sounds like the tanks did what they were supposed to do - rain down pin-point accurate armoured piercing death and destruction... fortunately for the bugs, it sounded like they did what they were supposed to do too - rip, chew, maim, and obliterate anything they get close enough too!

Tau can get confused when the enemy doesn't shoot back much... :p

PS - I was glad to hear somebody try out the Gravitic Tracer Salvo, another test list or not, it was good to hear.

Good write up, very entertaining.

Cheers.





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