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Batrep: 8.3 Tyranids vs Chaos and Guard

 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 9:10 am 
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8.3 Nids vs Black Legion and Traitor Guard (Steel Legion list). Alpha 1.4 Handbook rules used.


My Nids (Dactylis Deluge!)
-Harridan, 4 Gargoyles
-Heirophant
-Attack, 4 Dactylis, 1 Gargoyle
-Attack, 4 Dactylis, 1 Gargoyle
-Attack, 4 Dactylis, 1 Gargoyle
-Assault, 10 Termis, 5 Hormis, 3 Gargoyles
-Assault, 10 Termis, 5 Hormis, 3 Gargoyles
-Aerial Spore Swarm




Kev's Nids
-Dominatrix, 2 Trygons, 5 Termis, 4 Gargoyles
-Harridan, 4 Gargoyles
-Nexus, 4 Carnis, 7 Termis, 3 Hormis
-Assault, 10 Termis
-Assault, 10 Termis
-4 Lictors
-4 Lictors
-7 Stealers
-8 Stealers




No photos just of the Human(ish) forces but they were something like:

Guard
-Mech Company
-Inf Company, Support, Ogryns
-Inf Company, Support
-Tank Company
-Shadowsword Company
-Bombards
-Basilisks
-Basilisks
-Hydras

Black Legion
-Prince, Chosen, 2 Dreads
-Retinue, Havocs, Characters, 5 Rhinos
-Retinue, Havocs, Characters, 2 Dreads
-8 Land Raiders
-Ravager Titan
-Bloodthirster, 11 Bloodletters

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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 9:29 am 
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Setup

Guard garrison two infantry companies forward, and Nids two stealer swarms opposite them. Rest of deployment as shown below, with most of Nids on left aiming for the take and hold objectives on that side.



Here's a pic of the human left (top left of the picture above). The Guard Mechanised Company, the Ravager, and two Retinues (one in rhinos).


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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 9:43 am 
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Turn 1

Bugs advance into the town and on the left. Dactylis Barrage breaks the closest guard garrison which retreats., and also kill a Leman Russ. Guard artillery targets a Dactylis swarm killing it's tyrant and two dactylis, and the remaining Dactylis join another swarm.

Genestealers launch a poorly timed assault taking out a landraider but at cost of 7 strong swarm.

Human forces on human left advance slowly.

End of turn and things are starting to heat up...


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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 9:56 am 
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Turn 2

The Lictors arrive next to the Imperial artillery, however the Leman Russ and Ravager turn around and make short work of them.

The Tyranid left flank takes heavy casualties from artillery and direct fire as it advances.  My own nids suffer barely a scratch as they advance through the town...

Dactylis target the mech infantry company that has disembarked on the right, and the Chosen Retinue and Landraiders. The mech company loses 6 units and advances to the nearest building to regroup. The Chosen break and fall back and a Landraider is lost.  

The Retinues on the Human left advance slowly summoning lots of daemons.




Right near the end of the turn my harridan tempts the Shadowsword company that has been sitting on overwatch. Only one tank has line of fire, but it hits and does two damage.


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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 10:15 am 
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Turn 3

The tyranids knock the humans off the two take and hold objectives, and push on towards the human blitz...

The hierophant leaps forward firing at the shadowswords but failing to suppress a single tank. The shadowswords shoot it dead in return.



Meanwhile, the Retinues are closing in on the Dactylis. The Dactylis switch to targeting the approaching Chaos marines and daemons, causing many casualties.

The mech infantry breaks under Dactylis fire too, and holds up in their office building. However, they are wiped out by hordes of gaunts in a gallant last stand in the cafeteria...


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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 10:37 am 
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Turn 4

The tyranids assault with everything they have around the human blitz, but it's not enough and the humans take the day here. The Shadowswords and Hydras drive forward to machine gun the buildings where a few tyranid survivors still lurk.




Meanwhile things go wrong for the Chaos marines and Daemons trying to move on the Tyranid blitz and Dactylis. The first retinue with all the daemons fails to obey orders despite the shouts of the Prince over the comlink from the other side of the battlefield. To add insult to injury they are then broken by Dactylis fire. The other retinue activates but due to the large lake protecting the tyranid flank, is only able to engage and destroy the Spore Mines Swarm.



Some other minor shooting and fighting continues elsewhere...


End of Turn 4

Game over, as no extra turn rolled for due to time (unlikely to happen anyway).

Tyranids have 1 Victory Condition (Take and Hold), Humans 0 Victory Conditions.

Not enough for clear victory, so go to Victory points, which are are 1900 to Tyranids, and 2800 to Humans for Synapse and Independent broods (and didn't bother counting the other broods as it was an obvious result already, but there were a fair few of them in the dead pile too...).

Game to Humans.

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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 11:09 am 
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Conclusions

Lots of fun. If you haven't played one of these simultaneous team games I definitely recommend giving it a go. Rules are in section 6.0 of rules (page 77 of handbook, and not sure of page number in rulebook (?)).

Note that this was on an 8x5 table which is maximum specified for tourni games, and ideal is specified as 6x4. So on an 8x5 15cm is added to each sides deployment depth, and blitz objectives are 15cm from the table edge to make crucial distances more like that on a 6x4 and the matchup between close combat and shooting type armies fairer.  Still bit of an advantage to shooting armies though, as they get an extra 15cm to hide in if they want (as the guard did in this one).

Everyone (including observers) seemed pretty happy with where the bugs are at now (at least for the units used in this game). Dactylis are certainly powerful, but then you do pay the points for them. Conclusion was that they seemed perhaps not very tyranid like in character because each one is so deadly at shooting (esp with disrupt, and ability to respawn your artillery batteries(!)), but they are balanced ok for the points currently.

Tyrants, after many games with these now, I still think they would be better with 4+RA and Inv rather than 3+ and Inv. It's very easy to lose synapse even with other AV support. They just don't seem worth it to me compared to other options.

Dominatrix dropped to 2 DC from Landraider, guard infantry and engage damage on her formation. Still vulnerable enough I think and the invulnerable save is ok.
She and her trygons wisely avoided the shadowsword company all game.


Not much more to say than that really - which is probably a good thing!  :)

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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Sun Sep 02, 2007 11:50 pm 
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(Markconz @ Sep. 02 2007,11:09)
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Not much more to say than that really - which is probably a good thing! ?:)

Thanks for the report Markconz!

I really need to figure out a way to fit a 5x8 table in my basement... *laugh*

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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Fri Sep 07, 2007 9:12 am 
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Great report, being lazy at the moment, what points were you playing

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 Post subject: Batrep: 8.3 Tyranids vs Chaos and Guard
PostPosted: Fri Sep 07, 2007 9:20 am 
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(Tiny-Tim @ Sep. 07 2007,08:12)
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Great report, being lazy at the moment, what points were you playing

Cheers, 4 players with 3K each  :)

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