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[BatRep] Termagant Terror Battle 2

 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 3:40 am 
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Well, more testing against the Termagant Terror, this time with the Shiny Dead: Necrons.

The Necron player had no idea he was going to be facing the Termagant Terror and brought a "blind" Tournament list.





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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 3:48 am 
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Rules Used

All experimental rules.
Necrons 4.0
Tyranids 6.22

Armies

Shiny Death - 2685 points

Phalanx 1
Pariah
2 Immortals

Phalanx 2
Pariah
2 Immortals

Venator 1
Lord
Pariah

Venator 2
Lord
Pariah

Venator 3
Lord
Pariah

Monolith 1
3 Obelisks

Monolith 2
3 Obelisks

Abattoir - (BTS Goal)


Termagant Terror Mk2 - 2700 points

Synapse - (BTS Goal - 8 Synapse units)
8 Two Tyranid Warrior Groups

Independent Broods
4 Mycetic Spores
2 Three Lictor Groups

Common Broods
144 Termagants
3 Gargoyles

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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 3:49 am 
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Setup, Garrisons, and Deployment

4'x4' Table - edge deployment

Necrons kept everything except the Abattoir in reserve

Tyranids kept both Lictor swarms in reserve.

Tyranids garrisoned five swarms in cover forward/around all objectives on their side.

Deployment

Tyranids deployed the remaining three swarms across their deployment zone.

All swarms were dispersed in such a way that Tyranid zones-of-control covered 90% of their table half, with only a small crescent near the very middle of the table left clear.






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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 3:54 pm 
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Turn 1

No teleports

Strategy Roll: Necrons

Phalanx 1 advances out of the Abattoir's Portal to secure the "black rock" near the Necron blitz.

Not sensing any prey nearby, Swarm 3 fails to advance an holds its ground.

The Abattoir slowly doubles its way forward, climbing the nearby hill and hiding its bulk behind the trees.

Swarm 4 goes onto overwatch.

Swarm 2 doubles forward to infest the building containing Necron Objective 2.

Swarm 5 doubles up to fill in the gap the movement of Swarm 2 has created.

Swarm 1 goes onto overwatch.

Swarm 6 advances to fill in some more gaps.

Swarm 7 goes onto overwatch, guarding the Blitz.

Swarm 8 stays in its corner wearing a dunce cap, just shuffling about a bit.

Rallies: None necessary.





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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 4:15 pm 
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Turn 2

Monolith 1 appears safely near Swarm 2, while Monolith 2 gets a bit of a bump (1BM) when arriving near Swarm 2



Strategy Roll: Necrons

Venetor 1 emerges from Monolith 2 to engage Swarm 1, taking a blast marker from overwatch fire. ?More metal is rent than flesh and, in the end, the Necrons have only the gleaming Pariah left standing while only shredding 2 Gaunts and a Tyranid Warrior! ?(Tactical error on my opponents part when placing the Monolith, he measured to see how close he could get to give support fire with the Mono for the coming engage, found the best spot, and placed an Obelisk there? I offered a do-over, but he accepted his mistake.)

Venetor 2 attempts to engage Swarm 2, but some of their claws get caught on Monolith 1's Portal and they only stumble out on a hold.

Swarm 3 doubles up to take advantage of this and fires on Monolith 1, placing a blast marker.

Swarm 2 gets ready to surge forward to engage the co-mingled Venetor 2 and Monolith 1 formations? but it seems the Lictors from the last battle missed a single jar of raspberry jam and the Termagants just squabble amongst themselves instead of attacking the enemy. ?(*SIGH*)

Moving with frightening speed, the Abattoir rushes forward to engage Swarm 3! ?The Tyranid bio-weaponry does some damage to the living metal monstrosity (-2DC, 1 crit for no effect? really got to talk to the Necron Champion about that crit), but the great machine devours 14 Termagants and a Gargoyle!

The Abattoir's Portal glows green and Venetor 3 pours out to engage the remnants of Swarm 3, though taking a blast marker from Swarm 4's overwatch. ?The Abattoir and Swarm 4 work to support their respective sides, but the ragged swarm is wiped out at the cost of only a single Flayed One.

Swarm 6 doubles up and lays another blast marker on Monolith 1.

Sensing the overwhelming power of the Hive Mind closing in, Monolith 1 tries to marshal, but fails and breaks, falling back from the approaching tide of flesh.

Monolith 2 hovers forward to engage Swarm 2 and gauss flux arcs *everywhere*! (Monolith made 15 attacks? and generated another question for the Necron champion!) ?The battle is vicious (2 rounds) and in the end 2 Obelisks have crashed and 13 Gaunts have been crisped; the Tyranids are pushed back, though the Necrons are broken.

Swarm 8 doubles forward to fire on Venetor 3, and lays a single blast marker.

Phalanx 1 goes onto overwatch, hunkering down into the protective rocks.

Swarm 7 stays on overwatch.

Rallies: All the broken Necron units phase out, and Venetor 3 fails...





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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 4:37 pm 
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Turn 3

Monolith 1 appears safely near Swarm 1 and Monolith 2 arrives near Swarms 4 and 8.

One group of Lictors appears in the ruins near Necron Objective 2, while the other shows up near all the action by Swarms 4 and 8.





Strategy Roll: Tyranids? on a tie!

Swarm 6 intermingles itself with Swarm 1 as it engages Monolith 1. ?Four Gaunts are fried and 3 Obelisks wrecked and the Tyranids win handily? though the Monolith stands its ground.

As a follow up, Swarm 1 now engages the broken Monolith 1, losing 6 Gaunts, but dispatching the floating Portal.

Venetor 2 finally gets its act together and engages Swarm 2. ?They lose 2 Flayed Ones but completely destroy the swarm and secure the building.

Phalanx 2 emerges from Monolith 1 to engage the nearby Lictors in a 6cm firefight, wiping them out.

Swarm 4 surges forward to engage the co-mingled Monolith 2, Phalanx 2, and Venetor 3? the Necron Lords of both units are dismembered, along with a Pariah, a Warrior, and a misnamed Immortal, though the Necrons still win the fight, terminating 11 Termagants, though the Phalanx breaks and falls back.

Swarm 8 senses weakness and also engages, co-mingling Monolith 2 and the Venetor 3 as well. ?Six Gaunts are fried and 2 Flayed Ones slain, but the Necrons win the fight.

The Abattoir malevolently moves forward to engage the hapless Lictor formation "hiding" in the ruins, but isn't able to reach them for close combat? and absurdly scores no kills and loses because of its single blast marker? there is much wailing and gnashing of metal.

The sole Pariah that remains of Venetor 1 steps out of the broken Abattoir and marshals, repairing 3 Flayed Ones and a Flayed One Lord.

Swarm 5 attempts to double up the middle? but fails and mills about.

Monolith 2 hovers into the ruins to engage Brood 8? all the Gaunts are killed, the Monolith is cracked open, and, pyrrhically, the Necrons win? and break.

Inspired by their "win" against the Abattoir, Lictor 1 engages Venetor 2, slaying all but the Pariah? and securing a victory condition?

End of Turn: Necrons 0 (none) vs Tyranids 2 (Defend the Flags, TSNP)


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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 5:33 pm 
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Chroma,

Another good report.

Well, 2-0 is not a complete decimation like the last one, so that's encouraging at least.

So what did the Necron player have to say in post game analysis and general BS session?

Knowing something like this can be fielded in a tourny, what was his take on future army lists that he might field?

Does he have an opinion of what caused his demise here?

Cheers,

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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 8:16 pm 
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Quote (Tactica @ 09 Mar. 2006 (16:33))
Another good report.

Well, 2-0 is not a complete decimation like the last one, so that's encouraging at least.

So what did the Necron player have to say in post game analysis and general BS session?

Knowing something like this can be fielded in a tourny, what was his take on future army lists that he might field?

Does he have an opinion of what caused his demise here?

Thanks Tactica!

Actually, the game wasn't close at all. ?I could've easily forced a 4th turn, and with only one working portal and few units on the ground, the Necrons would've probably been wiped up in short order. ?The thing with the Terror is that there's just too many targets to take out! ?And more can come back! ?In a total of 9 turns with the Terror army, I've spawned once, and that was just mainly a taunt... *laugh* ?So, it can build back up if you really want it too... which makes it even worse!

My opponent thought the army was "completely plausible from fluff, but ridiculous on the game field". ?Other than taking more Pylons he didn't really have an answer for it and knowing that he could face such a thing in a tournament made him hope he hadn't had to pay to play! ?*laugh*

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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Thu Mar 09, 2006 8:19 pm 
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Quote (Hena @ 09 Mar. 2006 (18:44))
Umm... you did the thing that the Monolith is designed to be good against. IMO 15 shots isn't that horrid really. Same as running a reaver in front of shadowsword company... not very safe. But I think that the monolith is a little too cheap (65 points).

Well, I wanted to try and destroy it and I could only do that by engaging it... so, I knew what I was getting into... *ZZAPP*

The question I need to ask the Necron Champion is whether that "+1 Attack for evey unit in range" includes enemy units in range, but not involved in the current combat, since it's not actually clear.

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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Fri Mar 10, 2006 6:51 am 
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My opponent thought the army was "completely plausible from fluff, but ridiculous on the game field".


Hmm... I believe I agree.

Thanks for the further elaboration on the battle results. I see now what you are talking about with pushing it to a turn 4 to get the 'rediculous' results.

Well stated. Only spawned once.... that's just not right either.

I feel the design target should be that at least 1 formation has a necessity to spawn each turn on average - regardless of comp.

If a tyranid player 'on average' is spawning once per game... then the spawn rule isn't even needed or the wound ratio is way way off.

Hmph...

Cheers for the bat rep chroma, as noted before - I feared we were going to get here with the cheaper and cheaper bugs, I think it was clearly on Jaldon's mind too as he mentioned it was something he was looking out for.

I just didn't know we were already 'here' with the issue.

Well, you've made a believer out of me.

cheers,

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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Sat Mar 11, 2006 1:25 am 
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Quote (Chroma @ 09 Mar. 2006 (19:19))
Quote (Hena @ 09 Mar. 2006 (18:44))
Umm... you did the thing that the Monolith is designed to be good against. IMO 15 shots isn't that horrid really. Same as running a reaver in front of shadowsword company... not very safe. But I think that the monolith is a little too cheap (65 points).

Well, I wanted to try and destroy it and I could only do that by engaging it... so, I knew what I was getting into... *ZZAPP*

The question I need to ask the Necron Champion is whether that "+1 Attack for evey unit in range" includes enemy units in range, but not involved in the current combat, since it's not actually clear.

Only involved units.

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 Post subject: [BatRep] Termagant Terror Battle 2
PostPosted: Sat Mar 11, 2006 6:45 pm 
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Hi!

I'm really enjoying these reports!

Primarch

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