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[BatRep] Armoured Variant vs Tyranids 7.4

 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 12:13 am 
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(nealhunt @ Jun. 01 2007,22:41)
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Chroma: ?Thanks for the response. ?That all makes sense. ?I'm obviously having trouble gauging some of the distances from the pics and I confused the preds and vindis in my question about the Assault 1 action.

My pleasure, I love taking tactics and spitballing on "what if I did this" stuff, not TheoryHammer exactly, but after action reports.  Unfortunately, most of our games are in the evening, so there isn't always a lot of time to discuss things afterwards.

I'm glad I didn't offend you. ?I have almost as many questions about the SM play but 1) this is the Nid forum and 2) he's not here to answer the questions.


Seems we're kind of in the same boat, of the stable of 5-7 EPIC players around here, I'm the only one that really does any posting on the boards.  If you've got a couple of question for the Marine player's approach, I can see if I can get some answers.  

Just for the record, the Marine player didn't know he'd be facing Nids when he made his army.

The Lictors are primarily for harassment. ?They distract the enemy to let the big swarms close with less molestation. ?I think it's rather like your attack on the Terminators. ?They cause a big reaction but I think it should be possible to simply work around them, limiting their disruption.
Yeah, Lictors do tend to provoke a response, but a small unit can usually clean them up with a firefight so they don't seem *that* bad.

As my opponent put it, "Spend 300 points to take them out or risk losing 300 points when they attack"

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 12:16 am 
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(Otterman @ Jun. 01 2007,22:46)
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I find the hexagonal bases curiously pleasing.

I'm really happy I found them, and they're plastic so infanty mounts up really nice on them.  And when they're all packed away, it looks really cool when they're all interlocked.

They can be found here:  http://www.dp9.com/Products/HGTAC.htm

Item DP9-243, 15 for $5.00USD

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 12:22 am 
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(Hena @ Jun. 01 2007,23:24)
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That's not legal. Thunderhawk Transporters can only carry vehicles. If the vehicles are transports, then the troops carried in them are also transported. Transporters basically do the russian doll explicitly and are not allowed to carry troops as such.

The wording on them is not sufficient it seems... Damn, it took few rounds of spinning to get that even done :).

Ah, I see how we misread it, it was the "potentially".  

Since each one can carry a Land Raider, they could also carry a Terminator was interpretation.

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 10:45 am 
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thanks for the battle report Chroma,  intresting coments between you and Neal do you guys think we should change the way battle reports are done to include a pre game comment on why you picked what you picked? would that help?

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 11:45 am 
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The wording on them is not sufficient it seems... Damn, it took few rounds of spinning to get that even done


I preferred my wording, as it was indeed clearer, but Hena went with his own.

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 12:08 pm 
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(Hena @ Jun. 02 2007,11:55)
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(Evil and Chaos @ Jun. 02 2007,13:45)
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The wording on them is not sufficient it seems... Damn, it took few rounds of spinning to get that even done


I preferred my wording, as it was indeed clearer, but Hena went with his own.

Actually it was Lord I's wording.

Gentlemen, can the "Armoured Variant" issues be discussed in the EA Adeptus Astartes section?  Thanks!

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 12:10 pm 
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(Pulsar @ Jun. 02 2007,10:45)
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thanks for the battle report Chroma, ?intresting coments between you and Neal do you guys think we should change the way battle reports are done to include a pre game comment on why you picked what you picked? would that help?

I certainly think it would be interesting, but not sure how practical it would be.  I'd rather be playing than grilling my opponent over army selection and stuff... well, honestly, I'd like to be doing *both* at the same time, but not everyone is always up for that.  *laugh*

As well, I often choose things "for fun" or "just to try out", not with much depth at times, so that's not that informative.

I will see what I can do about after action reports though.

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 12:40 pm 
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(Hena @ Jun. 02 2007,12:19)
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Chroma what's your comments on the third turn LSN teleportation?

It seems that it easily delayed the game for a turn. Though there seemed to be rather many activations left on Marines side as Tyranids assault failed too many times. For what it's worth I'd consider the 5+RA save for them rather much.

Well, in this BatRep the LSN teleport was a bit of a wash.  *laugh*  They can certainly act as a "turn bump" to extend the game.

5+RA is probably a good place for them to be instead of 4+RA, as they are "young" Tyranid structures.

I don't think they're that overwhelming or unbalancing, perhaps if a *lot* were taken; at 3000 points twenty Lesser Nodes would be insane... I wonder how much my opponents would freak out if I tried an army like that.  *laugh*

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Sat Jun 02, 2007 4:54 pm 
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(Chroma @ Jun. 02 2007,00:13)
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If you've got a couple of question for the Marine player's approach, I can see if I can get some answers.

Thanks.

1)  Explain the deployment.  Why so spread out?  You will be facing Nid assaults.  SMs need to be close together for mutual support.  You have to concentrate fire on as few swarms as possible so, again, you have to be relatively close to hit the same target.  If you need to spread out, the SMs are all fast.

2)  Explain the deep strikes.  This is basically the reverse of the questions I asked you.  The Assault 3 swarm was harmless to him for a long time.  He didn't need the Blitz until turn 3.  The best it could have done from there was sit and spawn so he could never take it, but that continues to divide the Nid force up.  Deep Striking allowed all the Nids to get into the fight immediately and, like the deployment, split up the SM force.

There are other little questions I have about specific activations but trying to see overall strategic thinking is really what left me with questions.

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