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[BatRep] Imperial Guard vs Tyranid 8.1

 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 9:11 pm 
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It turns to look at the lone Sentinel still draining its cockpit of excess fluids.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 9:16 pm 
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Infantry Co. #2 Sustains on Assault Group #1 killing 2 Termagaunts and 1 Ravener.

The Warhound also Sustains fire on Assault Group #1 killing 3 Termagaunts.

The Tyranid Attack Group Advance and get 5 hits on the Warhound but do no damage.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 9:21 pm 
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Storm Troopers #1 Advance and fire on Assault Group #1 and prove why they are called #1. They score 10 hits killing 1 Tyranid Warrior, 4 Raveners and 4 Termagaunts. (Only 1 save on a Tyranid Warrior brutal) This drives Assault Group #1 Mindless. That's how you clear the woods.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 9:38 pm 
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(The lone Sentinel is now breathing again.)

GSN yawns again and takes a Hold action since nobody seems to be bothering it.

The Thunderbolts make a Ground Attack against Assault Group #1 score 2 hits but no kills.

The Leman Russ Co. tries to Advance but bump into each other on the road and are forced to stop. They accept a BM of shame and fire at Assault Group #2 anyway scoring 5 hits killing 1 Tyranid Warrior and 2 Raveners.

The Hydra Battery Double moves and fires at Assault Group #2 scoring 2 hits killing 2 Termagaunts and driving them Mindless.

The Sentinels Double move to reposition at the request of the Lone Sentinel. They fire at the Hydraphant but miss.

The Deathstrikes are given an order to March toward the Tyranid Blitz.

End of Turn 2:


All of the IG formations rally. Infantry Co. #1 is left with 4 BM and Storm Troopers #2 are left with 2.

Assault Group #1 spawns 3 Termagaunts

Assault Group #2 fails to spawn

Hydraphant #2 gets no regeneration

Attack Group can not spawn because it is at its Synapse capacity

GSN spawns 2 Raveners and 1 Termagaunt

The board looks like this at the end of turn 2 just before the spawning.





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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 9:52 pm 
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Turn 3:

Teleports: 2 Lesser Synapse Nodes.

Strategy Roll: IG

Storm Troopers #1 make an Assault on Assault Group #2 killing 5 Termagaunts and only the Fearless Tyranid Warrior Mindlessly survives. Saddly the Troopers mourn the loss of 1 Trooper stand.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 10:01 pm 
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It was at this point in the game that the Hive Mind overheard the thoughts of the 2 Lesser Synapse Nodes. The thoughts were much like this, "Why are we here?" "What is our purpose?" "What good can our sacrifice here bring since we can't capture or contest an objective nor can any of our spawn?" "We are 150 points of our great organism with no great purpose as we sit here Mindless in the trees". And after hearing these thoughts the Hive Mind silenced the two Nodes.




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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 10:03 pm 
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The Warhound Double Moved flanking the Tyranids as it moved towards the Blitz it fired at Assault Group #1 Killing 1 Tyranid Warrior, 1 Ravener, and 1 Termagaunt.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 10:15 pm 
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Attack Group Advanced toward the Sentinels killing 3 of them eliminating their screen, thus making way for the Hydraphant. This ended the existence of the Lone Sentinel although there is a book and movie deal in the works.

The Hydra Battery try to Sustain fire at the GSN but one of the drivers left the drive engaged and spun the vehicle around as he reached for a snack. The other two fired and killed 2 termagaunts.

The GSN Assaulted the Hydras in revenge killing 2 Hydras and hacking down the one that spun around. The GSN lost 2 Raveners in the process due to some support fire from the nearby Storm Troopers.

The Deathstrikes (or maybe LightWoundStrikes) were told to Advance toward the GSN and the Blitz. However, they decided they would rather regroup. After all our job was over hours ago, we should be home by now.

The Hydraphant Double Moved to breathe on Infantry Co. #2 killing 2 Guard stands. This is what a bad day looks like!

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 10:22 pm 
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Infantry Co. #2 Sustain in return fire at the Hydraphant getting only 1 hit and no damage. I think most of them were still ducking and covering.

Infantry Co. #1 Sustains fire at the Hydraphant getting 2 hits but no damage.

The Thunderbolts make a Ground Attack at the GSN. They get 2 AP hits and 2 AT hits killing 2 Termagaunts and doing 2 points of damage to the GSN (really no saves were made, yuk). It gets worse too, one of the points of damage crits the GSN killing it outright. Unbelievable! Lucky flyboys.

Now with an opportunity to take the Blitz Storm Troopers #2 March to take the Blitz.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 10:29 pm 
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The Leman Russ Co. is the last to activate and Sustain at the Hydraphant getting 2 hits and doing no damage. The Russ Co. wins for the prize for being the most heavily firepowered yet worthless unit in this game.

End of Turn:

All IG rally except the Sentinels which remain broken.

Tyranid Attack Group does not spawn as it is still at Synapse capacity.

The Hydraphant regenerates its single wound.

Assault Group #1 spawned 2 Termagaunts.

Assault Group #2 spawned 1 Ravener.

Score:

IG 3 (T&H, BTS, Blitz), Tyranid 1 (T&H)

The board looked like this at the end of the game.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 10:31 pm 
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(Zzzap @ Jun. 16 2007,22:29)
QUOTE
Score:

IG 3 (T&H, BTS, Blitz), Tyranid 1 (T&H)

The board looked like this at the end of the game.

Thanks for the report, Zzzap!

What did the players think of the Bugs this time?  *laugh*

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 10:48 pm 
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(Chroma @ Jun. 16 2007,22:31)
QUOTE
What did the players think of the Bugs this time?  *laugh*

More fun. The new rules definitely have had an effect. I think both sides thought they could win which is the important part.

The biggest question came from the the Lesser Synapse Nodes. What is your intent for how they should be used? They seem to have no purpose. Since they are mindless and so are their spawn what can they do? Also, it doesn't really make sense for a Synapse creature to be mindless.

Also, the Synapse limits on the swarms had a huge affect on this game especially coupled with Mindless (which, by the way, I love). They may be a bit low on the Tyranid Warriors.

Definitely both sides felt like they were playing Epic but the Tyranids still had a unique flavor.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 11:04 pm 
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Glad to hear both sides had fun!


(Zzzap @ Jun. 16 2007,22:48)
QUOTE
The biggest question came from the the Lesser Synapse Nodes. What is your intent for how they should be used? They seem to have no purpose. Since they are mindless and so are their spawn what can they do? Also, it doesn't really make sense for a Synapse creature to be mindless.

I see the Lesser Nodes now as "infections", place them early to spawn up forward reinforcements for advancing swarms, then grab them in the next turn.

As to "mindless", just from a semantic perspective, I believe I'll be changing  the name to "instinctive" or something similar, because that's caused some confusion here as well.
Also, the Synapse limits on the swarms had a huge affect on this game especially coupled with Mindless (which, by the way, I love). They may be a bit low on the Tyranid Warriors.

That's on purpose.  The "Assault Group" needed to be reined in a bit, in my opinion.  The ability to have a formation immune to AT fire is pretty potent.

If you want a bigger swarm, you need to be taking the "Nexus Group" as the core, that gives you 24 intead of 18, but mix in some LVs and such to protect the Tyrant.

As well, it's good to still attempt spawnings with "filled up" swarms, because other, nearby swarms may be able to pick up the excess since swarm size is only checked at the start of the next turn.

Definitely both sides felt like they were playing Epic but the Tyranids still had a unique flavor.
That's what we've experinced here as well.

I think we're moving in the right direction.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 11:38 pm 
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(Chroma @ Jun. 16 2007,23:04)
QUOTE

(Zzzap @ Jun. 16 2007,22:48)
QUOTE
The biggest question came from the the Lesser Synapse Nodes. What is your intent for how they should be used? They seem to have no purpose. Since they are mindless and so are their spawn what can they do? Also, it doesn't really make sense for a Synapse creature to be mindless.

I see the Lesser Nodes now as "infections", place them early to spawn up forward reinforcements for advancing swarms, then grab them in the next turn.

As to "mindless", just from a semantic perspective, I believe I'll be changing  the name to "instinctive" or something similar, because that's caused some confusion here as well.

If they are to be placed early and up front then they need to be tougher. Especially if they can not take or contest objectives themselves. After they are only a threat to an opponent if there is another swarm to grab up the spawn.

If the wording is changed to "Instinctive" does this mean they can claim objectives? If so, one shot sends them mindless and they can't claim objectives.

I guess I am still confused as to their purpose in the list.

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 Post subject: [BatRep] Imperial Guard vs Tyranid 8.1
PostPosted: Sat Jun 16, 2007 11:45 pm 
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(Chroma @ Jun. 16 2007,23:04)
QUOTE
I think we're moving in the right direction.

Agreed!

The game could have been 1 to 0 in favor of the Tyranids at the end of turn 3 had it not been for a lucky crit by the Thunderbolts. The crit gave the IG both BTS and opened the door to the Blitz simultaneously.

The next turn only an Infantry Co. stood in the way of the Hydraphant taking the IG Blitz. If the GSN stayed alive, turn 4 could have ended 2 to 1 in favor of the Tyranid.

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