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Iron Warriors V3.1 (final version)

 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Tue Jun 25, 2019 8:37 pm 
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Here's the batrep. Sorry if it's a bit lean on activation detail. Coach can add in comments as necessary.

Iron Warriors 3.1 v Tyranids (Approved)

Nids
Swarm + Dom + Symbiote
Swarm + Hive Tyrant + warrior + carnifex + haruspex
Swarm + HT + warrior + carnifex + haruspex
Swarm + HT + warrior + haruspex
Swarm
Biovores
Genestealers
Lictors
Lictors
Harridan
Hierodule
Trygon

Iron Warriors
IW company
Terminators + 2
Basilisks + emplacements
Basilisks + emplacements
Chosen + 2×dreads + drop pod
Dreadnought assault pack + drop pod + warsmith
Defilers
Vindicators
Decimator
Devastation Crusier

Turn 1
Coach won strategy despite rolling a 1, thanks Nids, and opened up early with his artillery. One basilisk formation shelled a swarm, killing some gaunts and a haruspex. The second basilisk formation direct fired on the hierodule, but couldn't penetrate the carapace. I rallied the swarm formation, removing the blast markets, spawing gaunts back, and moving up field.

The big activation, for the turn and the game, came with coach activating his spacecraft. The orbital clipped one of my swarms, killing some gaunts. He then combined assaulted with the dreadnought and chosen formation. Coach's dice went cold here, with all five of his dreads failing saves along with a couple chosen. He won the assault, with the hive tyrant surviving hack downs, but the dreads with the SC was wiped and his chosen formation was broken. Turn one concluded with formations from both sides advancing.

Turn two saw the trygons tunneling up near the center line and both formations of lictors teleporting near the advancing defilers. Coach won strategy again with a two....

Coach sustained with his decimator and retained with the vindicates to break the trygon formations at the center. The lictors assaulted the defilers, scoring only one hit, which was saved. In turn, the defilers whiffed in attacking as well, only killing on lictor. The engagement ended in a flat roll off with the lictors winning and breaking the defilers. I continued to push forward, using the harridan to place blast markers on the basilisks. Coach let his company on OW, protecting his blitz and the basilisks. Coach teleported his terminators near the dom at the beginning of the turn and engaged the formation, bouncing off and losing four. My hierodule engaged the decimator, ripping it apart with its TK talons.

By turn three, it became a bit of a mop up for the Nids, focusing on breaking enough IWs to grab objectives. Coach tried marching his IW company across the midline to deny TSNP and DtF, but the Doms macro BP killed enough to break them and push them back.

End result: Nids over IW, 4-0 with Blitz, T&H, TSNP, and DtF.

Reaction: Coach had some tough breaks this game, namely the disaster of the combined assault on turn 1. It went from him trying to roll my left flank to losing two activations and allowing me to push the center with my army.

Nids are a tough army to play and dont show up frequently in our meta. I think this threw off Coach a bit as he tried to kill the larger biotitans instead of breaking smaller, non synapse formations to help limit my activations. I think the artillery could have done this nicely, dice permitting. The defilers breaking early in turn 2 was also a tough loss, as that was nearly a sixth of his army that broke after only getting to shoot for one round.

The IW are a very fluffy list. I like that the have a unique play style and army building that really lends itself to a specific style. I think those expensive formations take a bit of a tax on the player, as there isn't much room for forgiveness and you really need each to succeed in its roll. When they get to play their game though, there's a lot of power that can push enemy formations around.

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Wed Jun 26, 2019 2:33 am 
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Thanks Jon. He had some pretty bad luck in our game too. I'll bring my camera down tomorrow and try to post the report. That'll mean one more report from AI North, Brad.

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Thu Jul 04, 2019 6:15 am 
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Here's the promised report from my game against Mard's IW:
viewtopic.php?f=84&t=34000

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Fri Jul 12, 2019 1:55 pm 
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Here's our 6:

viewtopic.php?f=84&t=28836
viewtopic.php?f=84&t=28990
viewtopic.php?f=84&t=29072
viewtopic.php?p=634269#p634269
viewtopic.php?f=84&t=34007
viewtopic.php?f=84&t=34008

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Thu Jul 25, 2019 1:59 pm 
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And here's a fifth battle report from me: http://www.taccmd.tacticalwargames.net/viewtopic.php?f=84&t=34023

Hoping I can get a sixth battle report in this coming week (headed back up to CT for work this Sunday, might be able to get a game in Tuesday night). I'll compile my six when I can lock that last game in, and will go back through the archives to collect PFE100's too. That should get us to the point where this list can be submitted for approval >:D

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Sat Aug 10, 2019 4:28 am 
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Ok, here we go, finished up battle report #6 (see below), so racking & stacking everything we have for Iron Warriors v3.1:

PFE100 wrote:


Dave wrote:


Armiger84 wrote:


I think that gets us 6 battle reports each from 3 different groups, so that puts Iron Warriors up for council review and hopefully approval! So... now what do I do?

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 Post subject: Re: Iron Warriors V3.1 (final version)
PostPosted: Sat Aug 10, 2019 4:37 am 
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PM Steve54 with them and we'll open an ERC thread for it.

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