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Splinter Fleet Churoninx

 Post subject: Splinter Fleet Churoninx
PostPosted: Mon Jun 08, 2009 10:43 pm 
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With a lot of controversy over the 1/2 Gaunt rule, apparently Gaunts are just to awesome in combat to need it, it's bugged me enough to see if this is true.

Hopefully, this Thursday I'll be playing a 4000pts game against Squats, with this list:

Dominatrix- 2xBarbed Heirodules. 1xGargoyle.

Synapse Node- 4xDactylis. 2xRaveners. 1xTermagants. 1xGargoyles.

Hive Tyrant- 3xCarnifex. 1xGargoyle.

Winged Hive Tyrant- 9xTermagant. 2xGargoyles. 2xRaveners.
Winged Hive Tyrant- 9xTermagant. 2xGargoyles. 2xRaveners.
Winged Hive Tyrant- 9xTermagant. 2xGargoyles. 2xRaveners.

Lictors- x3
Genestealers- x6

Heirophant
Heirophant

Harridan- 3xGargoyles.

4000pts


Rudimentary plans:

Synapse and Dactylis in Garrison Overwatch, likely on Blitz, possibility further forward.

Hive Tyrant and Carnifex in Garrison Overwatch far forward in cover. These have proved to be not very offensive (due to speed and formation size), but very tough to eliminate (especially if I keep hiding in the middle of forests).

Genestealers similarly forward garrison, expect high priority in firepower here, so dig in good cover and look more menacing than they actually are.

Domi and Flying Tyrants- march forward to try to reach enemy, be crossfired or engaged and neutralised.

Harridan- Try to hide, expect it to die as quickly and painfully as it has in previous experience.

Oh, and use the 1/2 Gaunt rule to auto-win game somehow.


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 Post subject: Splinter Fleet Churoninx
PostPosted: Mon Jun 08, 2009 10:47 pm 
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Quote: (Jeridian @ 08 Jun. 2009, 22:43 )

Winged Hive Tyrant- 9xTermagant. 2xGargoyles. 2xRaveners.
Winged Hive Tyrant- 9xTermagant. 2xGargoyles. 2xRaveners.
Winged Hive Tyrant- 9xTermagant. 2xGargoyles. 2xRaveners.

These swarms are going to get *obliterated* with only three AT targets in each.

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 Post subject: Splinter Fleet Churoninx
PostPosted: Tue Jun 09, 2009 12:04 am 
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Agreed. You have no Haruspex or Malefactor to take the hits from either shooting or assault attacks. Nor do you have Hormagaunts to assasinate characters/jump on decent FF troops.

If I took an all Infantry company guard list would I have a case to implement the 1/2 rule for guard when I am beaten? Nope - it will be pointed out how weak my list was.
I feel you are overstating the 'gaunts are good enough' camp - on their own they *will* be destroyed, its under combined arms that the 1/2 rule is not needed, imo.

A typical assault swarm fielded by our Tyranid player would be something like:
3 Tyranid Warriors
Hive Tyrant
Termagaunts
Hormagaunts
2 Malefactors
Haruspex
(the other Malefactors and Haruspex will be in another swarm)

Have at least 3 such swarms in your army.





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 Post subject: Splinter Fleet Churoninx
PostPosted: Tue Jun 09, 2009 1:51 am 
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Thanks for the vote of confidence,  :vD

The Gaunt formations do look fragile, admittedly.

But if I was to follow the advice, I would have to drop other interesting stuff like Dactylis and Barbed Heirodules, as I would simply not have enough Uncommon Brood slots to take them- it's a complex balancing act to write a Nid list and keep within all the various limits, I'm not sure if it's very good or very bad that this is so.
It's also a tough choice to have more Synapse + protection in a bigger formation, but have less Activations. My list is already quite poor for activation count.

I don't hold much confidence in the Gaunt formations, my experience has shown them to be poor and fragile, admittedly my experience has been vs. Eldar, but against most other opponents, the sheer casualties they take and the usual fact I'm being engaged by the opponent rather then the reverse (due to their speed and SR) usually puts it firmly in the opponents favour.

I aim to use these Gaunt formations to 'quietly' take objectives, and sometimes provide supporting fire. Hopefully if the opponent is aiming AT fire at them, it's not going towards Dominatrix, Heirophants or the Harridan- the real players.

My experience vs Eldar has permanently put me off Close Combat only units, it was just simply embarassing not being able to hurt my opponent with nearly half of my army. An entire Genestealer formation just with their thumbs up their butts cowering from skimmers. Same with Lictors.


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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 12:12 am 
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Well, I got the game in, I will post a more in-depth report with pics (though my camera died turn 2 as usual).

I won't give away the result.

Let's just say the first Squat activation of the game was to fire Goliath Mega Cannons on my Dominatrix, they could snipe it since a Dom hit is 4dice, it's 2 Barbed Heirodule could only achieve 3 between them.

2 hits.

I roll 5+ RA (Squat Penetrating Shot rule).

1 wound.

He rolls a 5, causing a Critical (Squat Penetrating Shot rule).

I look nervous, tell him to roll again.

A 6, the Norn Queen or whatever explodes- I lose my Supreme Commander and Synapse, and another wound.

That was a brutal first, blood of the game.


Lictors and Genestealers dissapointed as usual.

The 1/2 Gaunt rule gave me at best a +2 in the enagagements (e.g. he killed 4, meaning 2, meaning +2 as he doesn't get the 2 Gaunt kills), not in itself game-winning.

The Spawning rules are much harsher on my Barbed Heirodules (needing a 9 on 2D3 is not funny) but I grudgingly accept not being able to respawn those War Engines is fair, and avoids opponent moaning.

Harridan, when used cautiously, does indeed survive and have it's uses.

The +2 to Engage/Rally is a bit overkill IMO. Even if my opponent puts BM on a formation, it doesn't care, it seems the Nids 'skip' a huge part of the Epic Armageddon game by not being affected by Suppression/ Blast Markers.

Can't comment on the Warrior/Light Vehicle debacle, I did without and didn't miss them at all.


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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 9:54 am 
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Quote: (Jeridian @ 12 Jun. 2009, 00:12 )

The +2 to Engage/Rally is a bit overkill IMO. Even if my opponent puts BM on a formation, it doesn't care, it seems the Nids 'skip' a huge part of the Epic Armageddon game by not being affected by Suppression/ Blast Markers.

Did you try a triple move and retain for a 2nd triple?

How about the synapse node swarm? Did you not worry on these rolls?

At a 1+, a few other armies could say the same thing.

IMO, Tyranids need this rule to assist them.

Overkill or signature?  Depends how you look at it.

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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 12:52 pm 
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Did you try a triple move and retain for a 2nd triple?


I used a variety of different actions including March, etc, that didn't benefit from the +2. Passing on a 2+ seems adequate, as most armies must deal with that.
Retaining with blast markers (to take your example to extreme) is going to be risky, it's supposed to be, every other army has to take that risk.

How about the synapse node swarm?

Not sure I follow, how is this different to any other Nid formation activating. The Synapse swarm is unique in that it can spawn easier as it rarely gets within 30cm of enemy.

Did you not worry on these rolls?


'worry', or risk assessment is a huge part of the Epic core rules. It's the whole point. Having Special Rules to essentially ignore the Blast Marker/Suppression system takes a huge chunk of tactics and risk out of it.

At a 1+, a few other armies could say the same thing.

No official army to my memory can ignore the Blast Marker/Suppression system.
A 1+ activation army still needs 2+ if subjected to Blast Markers.
The closest example of a +2 to activate is Orks, but since they're 3+ normally, if subjected to Blast Markers they still need a 2+.

Nids can take Blast Markers and still auto-pass, Nids can have enemy within 30cm and still auto-rally.

IMO, Tyranids need this rule to assist them.

Why? Every other army must deal with the Blast Marker/Suppression system. A +1 to Rally/Engage is sufficient.
The worst thing you can do when writing a fan-based army list is to have obvious 'crutch' rules to ignore chunks of the Epic core rules.

Overkill or signature?  Depends how you look at it.

True, but I'd err on the side of caution/the opponent when your trying to get people to play against a fan-based list.
Something about me ignoring all the blast markers on my units and then auto-rallying them off that made it feel I was skipping or 'cheating' through a big and important part of the core rules.

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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 12:59 pm 
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Quote: (Jeridian @ 12 Jun. 2009, 00:12 )

The +2 to Engage/Rally is a bit overkill IMO. Even if my opponent puts BM on a formation, it doesn't care, it seems the Nids 'skip' a huge part of the Epic Armageddon game by not being affected by Suppression/ Blast Markers.

But that's only if you're engaging...

If you want to march, or double, or marshal, or advance, or sustain fire you still need to roll 2+... if you've got a Blast marker it's 3+... if you're retaining with a Blast marker it's 4+... you only get the +2 for a single type of action... the type of action that Tyranids should, arguably, be the best at.

As to the +2 to Rally, it merely represents the fact that Tyranids reorganize *very* quickly compared to "individualistic" races.  A broken swarm, essentially, ignores the penalty for being broken, but still only rallies on a 2+, and a 3+ if there's enemy nearby... that's not a "sure thing."  A broken 12-unit swarm, say, led by a Hive Tyrant, that rallies, will still have *five* Blast markers on it

And Tyranids *are* affected by Suppression/Blast Markers; in older versions of the list they didn't even *get* BMs, but that did turn out to be over the top.  The suffer the assault modifiers for Blast markers, their shooting is reduced, and they don't activate as well when they have them... those all sound like the normal effects of Blast markers to me.

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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 1:02 pm 
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Quote: (Jeridian @ 12 Jun. 2009, 12:52 )

True, but I'd err on the side of caution/the opponent when your trying to get people to play against a fan-based list.
Something about me ignoring all the blast markers on my units and then auto-rallying them off that made it feel I was skipping or 'cheating' through a big and important part of the core rules.

Why are you "ignoring" the Blast markers on your units and how are you clearing them all off?  

Blast markers still suppress shooting and you still only remove half when you rally...

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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 1:34 pm 
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Quote: (Jeridian @ 12 Jun. 2009, 12:52 )

Retaining with blast markers (to take your example to extreme) is going to be risky, it's supposed to be, every other army has to take that risk.

Tyranids have to take this risk the same as every other army, except when they Engage... that's one of the things that makes them "different".

They still get a Blast marker for getting shot at, they still take Blast markers if friendly formations lose an assault nearby, and they still take Blast markers for every non-expendable unit that dies.

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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 2:22 pm 
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I was pretty much going to repeat what Chroma has posted: Nids do not ignore blast markers.

Also the synapse node does not get +2 unless you want to effect the shooting ability of the 4xDactylis that were in the unit.

I have never used the Heirodules before. I may have to look at them...

As for the Lictors - what did they not do that made them a disappointment? I always find that the lictors are quite a feared unit for my opponent due to their teleport, sniper and first strike ability. what went wrong?




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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 2:24 pm 
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Quote: (frogbear @ 12 Jun. 2009, 14:22 )

As for the Lictors - what did they not do that made them a disappointment?

I think it's usually that Lictors don't actually *do* anything... the enemy takes them out before they get to act!  *laugh*

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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 2:31 pm 
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Quote: (Chroma @ 12 Jun. 2009, 14:24 )

Quote: (frogbear @ 12 Jun. 2009, 14:22 )

As for the Lictors - what did they not do that made them a disappointment?

I think it's usually that Lictors don't actually *do* anything... the enemy takes them out before they get to act!  *laugh*

There are ways around that:

1. Take 2 squads of them
2. Bring them into the battle at a time when your broods are threatening their other units
3. When your Nidzillas are threatening their units

I find that if you can force your opponent to have to split his decisions, the Lictors are well worth their points. Two squads of 3 (300 points) can cause the opponent to move twice that number either out of planned moves or into overwatch and thereby do nothing else due to the threat of these. All they really have to do is land on a table in turn 2 or 3 in cover and charge range, then watch your opponent squirm. I would hate to have that done against me....

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 Post subject: Splinter Fleet Churoninx
PostPosted: Fri Jun 12, 2009 3:27 pm 
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Lictors seem like a classic "force in being."

What's not to like about a unit that can show up anywhere on the table, and can't be destroyed until that point.

The trick is committing them when the battle is at ebb tide or flowing in your favor.


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 Post subject: Splinter Fleet Churoninx
PostPosted: Sun Jun 14, 2009 7:55 pm 
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First off, the battle report.
http://www.flameon.co.uk/index.p....#p10528

If you want to march, or double, or marshal, or advance, or sustain fire you still need to roll 2+... if you've got a Blast marker it's 3+... if you're retaining with a Blast marker it's 4+... you only get the +2 for a single type of action... the type of action that Tyranids should, arguably, be the best at.


Having played Imperial Guard, 2+, 3+ with BM/Retain, 4+ with BM and Retain is standard. I'm sure it is for a lot of other armies.
Some armies have 'flavourful' incentives to do actions that represent their character, e.g. Orks getting +2 on their 3+ for engage, etc.

I'm not against the Nids having +1 to Engage and Rally, I think +2 is overkill, as it allows the army to auto-pass them even with retain or blast markers or enemy within 30cm.

There should always be an element of risk, and the opponent should always be able to have an effect on it- that's part of the game.

Why are you "ignoring" the Blast markers on your units and how are you clearing them all off?

Perhaps I was oversimplifying.
Yes, BM suppress shooting- most Nids really don't care about this.
Yes, BM give the opponent a +2 if they engage cleverly- I'll give you this one. With 90% of a formation being expendable, your unlikely to cause more than 1 BM when a formation shoots at them, whereas I can put 2 on the enemy just by killing one unit. Tipping the assault modifier back in my favour.

But their -1 to activate is irrelevant on these actions, so is -1 to retain. So if I want to engage, there's nothing you can do to stop me.

On rallying, I should have 1 maybe 2 BM tops, since so much is expendable. With all my Synapse being Leaders, I can lose these BM with a successful rally easily. Since I auto-pass rally tests, except when Broken (which is hard to achieve on Nids outside of assault), at the end of the turn I am just removing all the BM on my army without a dice roll. Harsh, to the opponent's eyes.

Now I like the expendable rules, etc. But I think my opponent by shooting at a Nid formation, should have a negative effect on their ability to activate, it should at least put them at a 2+ rather than auto. Please provide me with an example of any other formations that can auto-pass an action test whilst Retaining/Blast Markered?

Also the synapse node does not get +2 unless you want to effect the shooting ability of the 4xDactylis that were in the unit.

True, I know, 2+ to activate is a pretty sure thing. I failed 1 test all game, admittedly a bit lucky.
My entire Guard army needs 2+ and I manage just find.

I have never used the Heirodules before. I may have to look at them...

The idea is to be bodyguards for the Dominatrix. A lot of people say the Dominatrix is tough enough to fight alone, but I was playing (mistakenly apparently) that each wound lost adds to the BTS total. I would much rather a Shadowsword shot vapourised a Heirodule in front of my Dominatrix rather than caused wounds on the Dom that risk criticals and add BM (and added to the BTS).
In the previous version they also needed a 6 to respawn, which when I stayed out of 30cm I could easily achieve on 3D3.

As for the Lictors - what did they not do that made them a disappointment? I always find that the lictors are quite a feared unit for my opponent due to their teleport, sniper and first strike ability. what went wrong?

Chroma got it in this game, nothing. They don't get a chance. Their terror potential in opponents who haven't faced Nids before is amazing, so I'm not complaining when my opponent wastes 2 activations wiping them out early in the turn letting me 'strike first' with important activations.
The few times they have survived to engage, they are pitiful- the Macro Weapon they used to have made this bearable- they could inflict some worthwhile damage (like charging a Manticore battery) before being obliterated. Becoming LV robbed them of decent cover saves, losing MW robbed them of decent punch, Sniper ironically means they can only kill the one unit in b2b.

1. Take 2 squads of them
2. Bring them into the battle at a time when your broods are threatening their other units
3. When your Nidzillas are threatening their units

I find that if you can force your opponent to have to split his decisions, the Lictors are well worth their points. Two squads of 3 (300 points) can cause the opponent to move twice that number either out of planned moves or into overwatch and thereby do nothing else due to the threat of these. All they really have to do is land on a table in turn 2 or 3 in cover and charge range, then watch your opponent squirm. I would hate to have that done against me....


Agreed, but experience soon shows you can ignore them as they are laughable. Especially skimmers can laugh nearby with impunity.

I'm not as stupid as it seems, I do teleport Lictors in only when they can get decent cover and in positions where they are a real thorn in the opponents side.
Genestealers have the same scare factor, and recieved the same annihilating attention, except they have double the bodies, move faster and are not LV.

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