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[BatRep] Tyranids vs Orks at the Oakville Bunker

 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Thu May 25, 2006 7:01 pm 
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Eric R. and I have squared off a few times at the various EPIC events held at the GW Bunker in Oakville so we decided to meet up yesterday and take the 7.1 list for a spin. ?Eric wasn't aware of which army I'd be bringing (I've got a lot!) and I wound up bringing Orks.

I was able to do a battle log and snap some shots, so 'ere we go!

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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Thu May 25, 2006 7:16 pm 
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Rules Used

All experimental rules
Tyranids 7.1

Armies

The Orange Tide - 2990 points

Synapse - (BTS goal: 8 units)
2 x Attack Groups
3 x Assault Groups
2 x Support Groups

Independent
1 x Hierophant
1 x Hydraphant

Uncommon Broods
5 x Exocrine ?A?
5 x Haruspex ?A?
4 x Zoanthropes
5 x Mycetic Spore Clouds

Common Broods
15 x Gargoyles
15 x Hormagaunts
15 x Termagants

The Green Horde - 3000 points

Normal Mekboy Gunzmob 1
10 Big Gunz
2 Oddboyz
2 Soopa Gunz

Normal Mekboy Gunzmob 2
10 Big Gunz
2 Oddboyz
2 Soopa Gunz

Normal Warband
2 Nobz
6 Boyz
2 Grotz
4 Extra Boyz
4 Extra Grotz

Normal Kult of Speed
2 Skorchas
4 Buggies
2 Warbikes

Big Blitz Brigade 1
4 Deth Koptas
3 Gunwagonz
1 Flak Wagon
2 Oddboyz
2 Supazapp Gunz

Big Blitz Brigade 2
7 Gunwagonz
1 Flak Wagon
2 Oddboyz
2 Supazapp Gunz

Mekboy Stompamob
3 Stompas
1 Extra Stompa

Great Gargant - (BTS goal)
2 Twin-Soopa Gunz
Warboss





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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Thu May 25, 2006 7:32 pm 
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Setup

4x6 table
As Orks had setup the scenery, Tyranids chose long edge deployment.

Garrisons and Deployment

Tyranids kept Support Group 2 in reserve.

Orks garrisoned both Big Gunz units into cover and on overwatch, with the Stompa Mob garrisoned far forward in cover.

Tyranids placed no garrisons.

Remaining deployment is shown below.

Swarm Composition
The three Assault Broods equally shared the Common Brood creatures with 5 Gargoyles, 5 Hormagaunts, and 5 Termagants in each.

Attack Group 1's brood consisted of 5 Haruspex, while Attack Group 2 had 4 Zoanthropes.

The Support Group's swarm was the 5 remaining Exocrine.





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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Thu May 25, 2006 7:55 pm 
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Turn 1

No teleports.

Strategy roll: Tyranids

The Support Node attempts to sustain fire on the shouting greenskins, but the cold weather has slowed its reflexes so if merely tries to warm up firing on the distant Big Gunz 2 and laying 2 Blast markers.

With a loud WAAAAGH!!!, Blitz Brigade 1 doubles forward to fire on the Hydraphant: A single Supa-Zapp hits, doing 2 DC damage? and a crit that blows the bio-titan's brains out. ?The Hive Mind mutters a curse word. ?(Eric says that's the second time that's happened to him in an opening turn!)

Assault Group 1 marches forward to the cover of the spiny trees, triggering the overwatch of Big Gunz 1, and lose 1 Warrior, 3 Gargoyles and 3 Hormagants to the Orky fusillade.

The Great Gargant hesitates and then advances forward at a slow lumber to blast Assault Group 1 out of the woods, obliterating another Warrior, 2 Gargoyles and 2 Hormagaunts.

Assault Group 3 marches directly towards Blitz Brigade 1.

The Kult of Speed doubles forward to fire some wild, ineffective shots at Assault Group 3.

The Hierophant is unsure about doubling after seeing its big brother killed and only shuffles forward at the goading of the Hive Mind.

Blitz Brigade 2 doubles forward, hoping to be just as impressive as Blitz 1, but their fire on the Hierophant has no effect.

Assault Group 2 marches up the Tyranid right flank to get near the beleaguered Assault Group 1.

The Stompas double through the forest to fire on Attack Group 2, killing 2 Zoanthropes.

Attack Group 2 responds in kind, advancing to fire on the Stompas, laying a single Blast marker.

Big Gunz 2 drop their overwatch to double towards Assault Group 3, blasting apart trees and Bugs, killing 1 Warrior, 2 Gargoyles, and 2 Termagants.

Attack Group 1 attempts to march forward, but gets bogged down in the snow and only makes a single move.

Perhaps picking up on the Hive Mind's commands, the Warband marches forward to where all the fun is happening?

End of Turn: All Ork formations except Big Gunz 2 rally.

Assault Group 1 spawns 2 Gargoyles, Assault Group 3 uses a Spore to spawn 1 Gargoyle, 2 Hormagaunts, and 1 Termagant, while Assault Group 2 fails to spawn.

Attack Group 2 uses a Spore to spawn the 2 Zoanthropes it lost and Attack Group 1 spawns 1 Gargoyle and 1 Termagant.

The Support Group spawns 2 Gargoyles.





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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Thu May 25, 2006 8:14 pm 
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Turn 2

No teleports.

Strategy roll: Orks

Big Gunz 1 sustains fire on Attack Group 1 and the nearby Attack Group 2. Group 1 is wiped out while Group 2 loses a Warrior and 2 Termagants.

Blitz 2 attempts to sustain fire on the approaching Hierophant, but fails to get a good lock and fires wildly, still managing to do 2DC damage to the great beast.

The Support Group gets its act together and sustains fire on the Stompas, laying 3 Blast markers on the Ork walkers.

Assault Group 3 rushes forward to engage the co-mingled Kult of Speed and Blitz Brigade 1. ?The Orks must have nailed on extra armour or something as only 2 Warbikes and a single Deth Kopta are knocked out of commission, while, in the end, the Tyranids are pushed back losing 1 Warrior 2 Hormagants, and 2 Gargoyles!

The Great Gargant advances forward, blasting at the Hierophant and doing a single DC of damage.

Even the loud yelling of the Warboss isn't enough to get the Stompas to marshal and they break and run away from the scary Bugs.

The Hierophant roars and skitters forward to engage Blitz Brigade 2, crushing 6 Gunwagonz, including the 2 Oddboyz, and sends the 2 survivors racing way, suffering no damage in return.

Assault Group 2 attempts to engage the nearby Orks, but something holds them back, and they only move slowly forward.

The Kult of Speed doubles around to fire on Assault Group 3, crisping a single Hormagaunt.

Attack Group 2 tries to chase after the fleeing Stompas, but is still, somehow, shaken by the loss of the Hydraphant and only grudgingly moves forward.

Big Gunz 1 double towards Attack Group 2, killing the 2 freshly spawned Zoanthropes.

Attack Group 1 doubles forward to get its assault spawn into a better position for attack.

Blitz Brigade 1 doubles on the exposed Attack Group 2 and completely obliterates in with blasts of shells and Zapp-beams, eliminating the Hive Tyrant and the last 2 Zoanthropes.
With another ?loud WAAAAGH!!!, the Warband rushes forward to engage Attack Group 1? in a firefight! ?Some kunning git lines up all the Grots in front and they actually manage to kill 3 Haruspex with thrown stones and high-pitched insults? the Hive Tyrant withdraws in shame. ? ?

End of Turn: All Ork formations except the Stompas rally.

Assault Group 2 uses a Spore to spawn 1 Zoanthrope, 2 Gargoyles and 1 Hormagaunt while Assault Group 3 fails to spawn.

Attack Group 1 uses a Spore to spawn? 1 Haruspex.

The Support Group spawns 2 Zoanthropes with the aid of a Spore.

The Hierophant manages to heal 1 DC of damage.

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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Thu May 25, 2006 8:30 pm 
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Turn 3

The Greater Node of Support Group 2 teleports into the woods to guard Tyranid Objective 2. (It was here that Eric measured the distance from Synapse Node 1 to the Tyranid Blitz and discovered he'd misplaced it by about 2cm.)

Strategy roll: Tyranids

Support Group 1 sustains fire on Big Guns 2? and kills a single Big Gun.

The Hierophant advances on Big Gunz 1, getting into support range? and kills a single Big Gun.

The Boyz of the Warband try their trick again and engage Attack Group 1 in a firefight. ?This time the Bugs have learned and 3 Grots are dissolved for the death of a single Haruspex? and the Orks lose (By "1"!!!) and flee.

The Kult of Speed attempts to sustain fire on Assault Group 3, but fails, BBQing a single Gargoyle.

Attack Group 1 brings Assault Group 2 on an engage against Big Gunz 1. ?The Orky weapons are completely wiped out and only manage to down a single Gargoyle.

Big Gunz 2 fail in their attempt to sustain fire on Support Group 1, but do manage to kill an Exocrine and a Gargoyle and still secure Tyranid Objective 1.

The Great Gargant lines up the Gaze of Mork and sustains fire on Attack Group 1 also catching Assault Group 2 in the Big Guy'z sights. ?The heavy Tyranid bio-constructs are all wiped out along with 4 Gargoyles.

Assault Group 3 rushes out of the woods to engage the Kult of Speed. ?The sole Tyranid Warrior goes down ripping apart a Skorcha, the Orks win and the Brood creatures all go to ground.

Blitz Brigade 1 lives up to its name, doubling forward onto the Tyranid Blitz and blasting 1 DC of damage out of the Greater Synapse Node?

End of Turn: Orks 4 (BTS, Blitz, T-n-H, TSNP) vs Tyranids 0 (none)

WAAAGH!!!

(No end of turn pic, sorry, as we were cleaning up before we realized we hadn't snapped a shot!)





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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Thu May 25, 2006 8:31 pm 
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A great game against a great opponent! ?I felt like a bit of a butt after that first turn crit-kill of the Hydraphant, but Eric took it in stride!

I'll allow him to comment on his side of things first and look forward to anyone else's questions or comments.

(Was that fast enough for you, Hena?  :alien: )





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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Fri May 26, 2006 1:02 am 
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Ahh, I rememeber this games well . . . as if it kept me up all night pondering why Lady Luck turned on me. ?Must have asked too much of her while at CanGames.

Chroma thuroughly covered the battle in detail, so much so that it reminded me of how I actually played. ?WHICH WAS BAD!!! ?I relized my mind was not really into the game (not to take away from Chroma's devistation win) and having read the v7.1 rules the night before left me little prepared.  And the 2cm short of the blitz is just shear stupidity on my part.

Almost from the onset of the match, after failing to activate and losing 10+% of my strength in the first seconds, the orks controled the field. ?This left my idea of using the GSN as a mid-table rally/spawn point quite useless as I really never passed 45cm from my own edge. ?The other idea of substituting TW's for HT's (which I used to field the most) to prevent the AT snipping tactic really only delayed the inevitable due to the obscenely reduced ablity to spawn.

Some thoughts that came out of this game:

=> Spawning - trying to reduce the ability to spawn uncommon brood units has lead to a too drastic 'fix'. ?Also, the new spawning 'proficiency' (ie Xd3+y) of units has a weird feel to it (I cannot say why, it just does). ?Also, I rather like the idea from v7.0 of Synapse (+Y) as I did not need to reference 2 sections of the list. ?And, I'll say it again: d3's are too fiddly (unless u can find true d3's), stick to d6's and adjust cost accordingly to match the mathmatic you wish to emulate.

=> Garrisoning - not being able to garrison the most basic of units, Termies (note I am not talking about Nodes), hurts as these little guys as they get eaten up as they march (even when in cover). ?Even when in cover, which can be easily negated, any mass of common brood is extremely suseptable to barrage attacks (especially over 2+ turns of marching). ?And if left in low numbers and spread out on anticipation of a barage you'll have no strength for an assault.

=> Teleporting - Why can I not teleport a GSN into my opponents half? ?Any other teleport unit can, plus aircraft. ?If my opponent knows what he is doing (and not just againts 'Nids) they will have units in range of there blitz or anyother objective which means at most it will 'contest' IFF [If and only If] it can survive in that position. ?Yes, the LSN can do it but it only can take one hit whereas as Terminator unit can take four (i think, not too knowledgable about SMs) and it can MOVE and FIRE. ?Still do not understand the reasoning for this change.


Well, in all the game was enjoyable, though what game isn't? ?(OK, I can think of a few) ?And, I must give a big thanks to my opponent who actually pointed a few things out that resulted in defeats for him; although had little effect on the end result.






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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Fri May 26, 2006 1:36 am 
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Wow, thanks for sharing with us. Looks like it was a great game.

Thanks for the Pictures too. :;):

dafrca

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 Post subject: [BatRep] Tyranids vs Orks at the Oakville Bunker
PostPosted: Fri May 26, 2006 8:48 am 
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Quote (Eric.R. @ 26 May 2006 (01:02))
And, I must give a big thanks to my opponent who actually pointed a few things out that resulted in defeats for him; although had little effect on the end result.

The sign of a true sportsman  :D
Sounds like a great game, thanks

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