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Tyranids vs. SM - 3000 pts

 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Wed Jan 21, 2009 5:12 pm 
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Quote: (BlackLegion @ 21 Jan. 2009, 12:10 )

Nice report and nice armies. From where did you get your blastmarkers? :)

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=> many small and somme medium flaming wreckage tokens.

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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Wed Jan 21, 2009 5:47 pm 
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It's too good unless you make the units crap (FF6+, CC5+).


Hormagaunts and Termagants already have 'crap' stats?!

I though about giving them a small save in assault would help as it can allow them to survive a hit and thus reduce the kills and bonuses.

Not sure it would make much difference, I'm talking 7-8 stands killed per engagement. Dropping that to 5-6 is still a huge advantage on the opponent's Combat Res.
Nor does it make any sense, Gaunts become better armoured the closer to the enemy?

In general Tyranids need to rely to kill enough targets that you get bonus for being more and assaulting targets with more BMs (which is easier as expendable prevents their appearance a lot).

Short answer- how exactly?

With attritional rates on the Gaunts, you rarely outnumber other formations by a serious amount by the end of the combat.

With slow movement and SR 1, your not going to be initiating the Engagements. The opponent has to be really silly to end their move within 15-20cm of an unactivated/undamaged nid formation.

The blast marker comment is a little disturbing, it's very easy to put a BM on Nid formations- just shoot one formation at them- voila, one BM.
And one BM is all you need to have a +2 advantage as you sweep in to engage the Nid formation unmolested.

Stack onto that +1-2 for Inspiring, +6-7 for dead Gaunts, it becomes unwinnable for Nids.

I don't see how Nid infantry swarms are supposed to win Engagements at present, it's just smarter to invest points in Bio-titans and big beasts (like Dominatrix, Barbed Heirodule, etc) that can actuall stand up to a fight.

Making Gaunts truly expendable, i.e. ignore for Combat Res will mean Nids infantry can stand a chance in Engagements. Even with this rule, it's still very easy for the opponent to stack BM's and Inspiring in their favour. Winning by +3-4 rather than +9-12

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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Wed Jan 21, 2009 5:55 pm 
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Quote: (Jeridian @ 21 Jan. 2009, 16:47 )

In general Tyranids need to rely to kill enough targets that you get bonus for being more and assaulting targets with more BMs (which is easier as expendable prevents their appearance a lot).


Short answer- how exactly?

With attritional rates on the Gaunts, you rarely outnumber other formations by a serious amount by the end of the combat.

With slow movement and SR 1, your not going to be initiating the Engagements. The opponent has to be really silly to end their move within 15-20cm of an unactivated/undamaged nid formation.

The blast marker comment is a little disturbing, it's very easy to put a BM on Nid formations- just shoot one formation at them- voila, one BM.
And one BM is all you need to have a +2 advantage as you sweep in to engage the Nid formation unmolested.

Stack onto that +1-2 for Inspiring, +6-7 for dead Gaunts, it becomes unwinnable for Nids.

I don't see how Nid infantry swarms are supposed to win Engagements at present, it's just smarter to invest points in Bio-titans and big beasts (like Dominatrix, Barbed Heirodule, etc) that can actuall stand up to a fight.

Making Gaunts truly expendable, i.e. ignore for Combat Res will mean Nids infantry can stand a chance in Engagements. Even with this rule, it's still very easy for the opponent to stack BM's and Inspiring in their favour. Winning by +3-4 rather than +9-12

Nothing to add, just wanted to say that I agree wholeheartedly.

I read the report a bit more carefully. Any target with a save (or targets in cover... I shudder to think of the poor 'nids having to face Siegemasters...) will inflict too many casualties for the nids to overcome.

I think that the choice of moving one infantry swarm on left of pictures was a bit of a mistake as there is no cover there. Brood swarms are just not going to survive repeated pounding on open terrain. You had the attack swarm which have better saves moving in right, which did have cover.

Remember that swarms with AVs can give cover to infantry by keeping them touching the AVs. So mixed swarms in this sense help. Also taking a Nexus swarm instead of assault will give it one Leader as Tyrant has it.

Sounds like good tactical advice, thanks Hena. I'll certainly be more careful when deploying next time.  :)





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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Wed Jan 21, 2009 10:56 pm 
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Quote: (Jeridian @ 21 Jan. 2009, 16:47 )

Short answer- how exactly?

With attritional rates on the Gaunts, you rarely outnumber other formations by a serious amount by the end of the combat.

With slow movement and SR 1, your not going to be initiating the Engagements. The opponent has to be really silly to end their move within 15-20cm of an unactivated/undamaged nid formation.

The blast marker comment is a little disturbing, it's very easy to put a BM on Nid formations- just shoot one formation at them- voila, one BM.
And one BM is all you need to have a +2 advantage as you sweep in to engage the Nid formation unmolested.

Stack onto that +1-2 for Inspiring, +6-7 for dead Gaunts, it becomes unwinnable for Nids.

I don't see how Nid infantry swarms are supposed to win Engagements at present, it's just smarter to invest points in Bio-titans and big beasts (like Dominatrix, Barbed Heirodule, etc) that can actuall stand up to a fight.

Making Gaunts truly expendable, i.e. ignore for Combat Res will mean Nids infantry can stand a chance in Engagements. Even with this rule, it's still very easy for the opponent to stack BM's and Inspiring in their favour. Winning by +3-4 rather than +9-12

I can't help but agree with this statement too.  Admittedly i've only played against the nids once but even from that one game it was quite clear how deficient they were.

They're slow.  Slow moving, and very slow on the I.  In addition you can almost engage at will and expect to win.  Move to withing 15 cm and FF and there's almost nothing the nids can do to avoid destruction.

Not counting gaunts as counting towards combat resolution is, in my mind, a good solution and fits the nid theme quite well.

They lack firepower in any significant amount but come on towards you, shrugging off damage.  You can initiate an engagement but expect to be swamped by hoardes of gaunts - the swarm shrugging off losses without caring. Really, it should be a brave general who sends a detachment into the chittering hoarde to engage - and lets face it, engagement is all nids really have, as they're slow and lack firepower compared to a lot of other armies.

I'd also be in favour of upping the movement rate for basic infantry, warriors etc up to 20cm across the board.  

Of course playtesting is essential and i'll be happy to play my part in that.  

The way i see nids working this way is that they come on, firing sporadically, till there's no-where left to run or you kill them all.


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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Wed Jan 21, 2009 11:30 pm 
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It's very easy to say that a list, or a game, is broken on the first playing.  But it is often worth at least paying attention to the designers -- they have generally already playtested the list numerous times, ideally sometimes with folks who don't have preconceptions about how the list should play.

Many of the concerns here sound valid, and they should be incorporated into ongoing review of the 'nid list, but realize that tactical mistakes and misapplications of the lists strengths may have biased your outlook.





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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Wed Jan 21, 2009 11:36 pm 
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Of course.

but at the same time, a new set of fresh brains is always a good thing to have in a project, as it's very easy to become slightly defensive and possibly bogged down with details if it's been a long labour of love.  

Not that i'm suggesting that's the case here but a couple of extra playtesters can't hurt.


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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 1:27 am 
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Their attack power is average.


The point is you said the change would be broken unless the units in question had 'crap stats', then gave the Termagant stats as an example...

I agree, they should have poor/average stats, they do have poor average/stats, and that because they do, the changes are possible...where's the conflict?

Umm... what kind of opponents do you fight? To kill 6-7 gaunts, you need 12-14 FF4+ or 18-24 FF5+ attacks. Only Eldar can get +2 inspiring and they don't in most cases have that much dices (except in few cases). And in that case if they get that 14 FF5+ and some CC4+ attacks, they are going to take damage as well.


Devs in a Thunderhawk.

8 3+ and 2 4+. So 6 hits.
Then we factor in the formation that activated just before this engagement to put BM on the Nid formation and to add even more hits...

Note that you get +1 for you if you have less BMs than enemy. So enemy is hard pressed to give you more than 2 or 3 BMs and thus if you put 3+ BMs on enemy, you will probably be in position to get bonus.


Putting 3+ BM's on an enemy formation is no mean feat for Nids, lacking mobility and firepower.

Again, with the enemy being more mobile (flyers, transports) with more, longer ranged firepower- it is the Tyranid formation that recieves more BM's and is engaged, not the other way around.

Not. You have say 20 FF5+ attacks -> ~6 hits hits -> 3+ kills. Now enemy is perhaps getting +1 for inspiring. You get +1 for more units and enemy must get +1 for BMs or is really toast. Now Tyranids lost with Unstoppable change the easy +2 in assaults, but I don't think they are that weak.


Eh?
First off, having 20 Termagaunts survive and luckily be within 20cm of where the enemy chooses to 'clip' your formation is not common.
Second, having 20 Termagaunts survive the engagement without casualty, to rely on the Outnumbering (and Outnumbering 2:1) bonuses is equally rare.
Third, your ignoring the +4-8 the enemy has for dead Gaunts.

So:

Nids- 3 kills 1 Outnumber =4
Enemy- BM 1 Inspire 1 6 kills = 8

That's an optimistic outlook, often the dead gaunts are higher and the enemy has no BM.

To get to assault you set up a single turn with 3 formations in range of assaults. They can't all escape unless they are Eldar.


That seriously crimps your options, your dominance of the board and ability to grab multiple objectives. If your cowering in a cluster of 3, and Nids struggle to have more than 4-5 'big' formations, I will ignore it, going after the softer targets in the early turns. Either the Nids will split eventually to grab more than 1 Objective, or I'll take those objectives instead.

If I do have to engage this cluster. Pour firepower into the middle formation, engage and break (and break is a given against Nids gaunt hordes) one side. So that the middle formation is the only one in range to counter-engage, with BM's, damage, etc.

I'm going into minutae of the game, and of course, there are dozens of factors to consider, but the point is, if Tyranids need to cower 3 out of 7-8 formations for fear of enemy beating them in engagements (the one area they are meant to do well in), maybe there's something wrong. When the idea of engaging Nids, of getting very close and fighting them is not only viable, but the easiest way to beat Nids, there's something wrong.

It's very easy to say that a list, or a game, is broken on the first playing.  But it is often worth at least paying attention to the designers -- they have generally already playtested the list numerous times, ideally sometimes with folks who don't have preconceptions about how the list should play.


There are many things I like about the Nid list, I like how the 40k background/unit styles has been translated well to Epic.
Lictors bursting out of nowhere and tearing apart isolated formations.
Synapse creatures exuding a 'control area' for their mindless minions. Swarming & Synapse representing that there are a lot more Nids 'gone feral' around the board (but not visible as models), just waiting for a Synapse creature to move into range to control them again.

But there are some obvious things I don't see changing in my future games. My Gaunts aren't suddenly gonna stop dying in droves in Engagements- it's what they're meant to do. What Nids aren't supposed to do is auto-lose engagements where Gaunts are involved, they're not supposed to care if Gaunts die.

As they become more a liability, they'll get dropped from the list (or minimised as much as possible- possibly dumped into a token formation to sit on the Blitz) in favour of more durable units. Which would be a shame, as I hate Nidzilla, and the same effect that happens in 40k. Where the iconic image of a sea of Gaunts stampeding across the landscape is the weakest way to play Nids.

Many of the concerns here sound valid, and they should be incorporated into ongoing review of the 'nid list, but realize that tactical mistakes and misapplications of the lists strengths may have biased your outlook.


I'm stepping on a few designers ego's maybe, so I'll take a backseat and see what happens (whilst playing my Guard..), but I think the Gaunt liability is a real problem, not just my failure to 'play them right'.

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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 2:05 am 
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Quote: (Jeridian @ 22 Jan. 2009, 00:27 )

I'm stepping on a few designers ego's maybe, so I'll take a backseat and see what happens (whilst playing my Guard..), but I think the Gaunt liability is a real problem, not just my failure to 'play them right'.

Nah, you're not stepping on any designers' toes with this, it's just that it's been heavily debated in many circles and many times... and that does *NOT* mean it shouldn't still be debated!  New insight is often found when new people bring up these issues.

Let's take your Devs in a T-Hawk example; assuming characters, that's 800 points of Marines.  An equally pointed, Common Brood swarm would look like this:

800 Point Assault Swarm
3 Tyranid Warriors
8 Gargoyles
12 Hormagaunts
16 Termagants

That's *39* units!  Versus a mere 10 for the Marines.  It's 27 FF5+ attacks, if everything is in range; highly unlikely, as the Marines will try to clip, but the Gargoyles could lay a BM on the T-hawk or countercharge to draw supporting units in, etc... hard to Theoryhammer this out as there are a *lot* of variables to consider.

Now, if the 'Gaunts are are fully "Grot expendable", the Marine attacks will do *nothing* to this Swarm, and that becomes a whole other problem.

I'd invite you to come on over to the Tyranid development forum to discuss this more!

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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 2:58 am 
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Tyranits need Inspiring. The Cathaclysm psychic power from Wh40k translates nicely to Inspiring in Epic.

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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 3:47 am 
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Quote: (stompzilla @ 21 Jan. 2009, 22:36 )

Of course.

but at the same time, a new set of fresh brains is always a good thing to have in a project, as it's very easy to become slightly defensive and possibly bogged down with details if it's been a long labour of love.  

Not that i'm suggesting that's the case here but a couple of extra playtesters can't hurt.

Absolutely.  The big devil in playtesting is stereotyped play, and it's often new folks who find the weak links.

But the new folks very often come in with stereotyped play themselves...

Which is, frankly, one of the reasons I tend to think this batrep is a good place to be looking at this issue -- we have recorded the actual conduct of the experiment as well as the outcome.


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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 3:54 am 
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Concur.

I'd love to post some batreps, however the nid army in question is heavilly proxied at the minute and i'm a slow (RE: Lazy) Painter, so won't look too clever.

I'm sure some games will be played in recent weeks and try and get some reports up (+ do some painting!)


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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 4:03 am 
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One possibility is to try to run some battles on Vassal.  Not sure how 'nid friendly Arma-vassal is at this point, but its a good sandbox for this kind of testing.


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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 4:03 am 
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Quote: (stompzilla @ 22 Jan. 2009, 02:54 )

I'd love to post some batreps, however the nid army in question is heavilly proxied at the minute and i'm a slow (RE: Lazy) Painter, so won't look too clever.

Playtest batreps don't need to look "clever"... they're an analysis tool, not a painting competition!  *laugh*

As long as your proxies are clearly indicated, they should be fine.

Have you looked at any of the other recent Tyranid batreps here?

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 Post subject: Tyranids vs. SM - 3000 pts
PostPosted: Thu Jan 22, 2009 9:09 am 
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I'll do another batrep soon(ish). I really need to improve my skills as a Tyranid player and I plan on doing just that.  :alien:


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