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[3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.

 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 9:29 am 
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Next game, I put away my DA and got out my own bugs, and my friend got out his DA.

We used Nid 7.3.1 with following mods:
-Trygon 25cm move, no infiltrate.
-Gargoyles, AA6+, 15cm range (no suicide), 25 points, Brood 2.
-Carnis (Henas recent proposal):

Carnifex
Type/ Speed/ Armor/ CC/ FF
AV/ 15cm/ 3+/ 4+/ 5+
Weapons/ Range/ Firepower/ Notes
Spine Banks/ (15cm)/ Small Arms
" " " Claws/ (base contact)/ Assault Weapons/ +1 Extra Attacks, Macroweapon
Notes: Walker, Fearless, Brood (3)

-Biotitan Crits:
Critical Hit Effect. The bio-titan is critically wounded. Roll a D6, on a 1 it thrashes about wildly in blind rage and any unit within 5cm is hit on a 5+ with the hit counting as a MW attack. On a 2-4 it gushes ichor from a deep wound and loses another DC. On a 5-6 it suffers major haemorrhaging and loses D3+1 DC.



Marines used the standard changes (1.1(?))
1) Cost changes (+/-25 points)
- Vindicator det, 275 (-25)
- Predator det, 275 (-25)
- Land Raider det 375 (-25)
- Terminator det 350 (+25)
- Landing Craft 375 (+25)

2) Speed upgrades (+5cm)
- Vindicator, 25cm
- Attack Bike, 35cm

3) FF upgrades (1 better)
- Land Raiders, FF4+
- Predator Destructor, FF4+

4) Armours get Hunters
- Vindicator det, hunter upgrade allowed
- Predator det, hunter upgrade allowed
- Land Raider det, hunter upgrade allowed

5) "And They Shall Know No Fear"
- Number of BMs in assault resolution is halved (round down)
- Leaders remove 2BMs instead of 1


Tyranid List:
-Dominatrix, 3 Trygons, 6 Termis, 2 gargoyles
-Warriors, lots gaunts.
-Tyrant, 6 Carnis, 1 gargoyle.
-Greater Synapse Node, 4 Dactylis, 4 termis, 2 gargoyle
-Harridan, 4 gargoyles.
-Hydraphant




DA (rhinos not in pic):
-Reaver
-Tacticals, SC, rhinos
-Tacticals, Captain
-Tacticals
-Assault, Chaplain
-Terminators
-Landraiders
-Landraiders


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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 9:33 am 
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Setup:

5+ cover save hills again.

Nids, near to far: Hydraphant, massive gaunt swarm, GSN, dominatrix, and harridan in far distance with gargoyles aboard. Garrisoned is tryrant and carnis.

Marines, garrisoned two tacs on overwatch. The from near to far, landraiders, SC tacs, reaver, assault, landraiders.


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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 10:07 am 
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Turn 1:

SR marines, they choose to let bugs go first.

I bombard garrisoned marines with dactylis killing 3 and placing 5 BM's.  

The Landraiders on the marine left move and fire at the tyrant and carnis, killing the tyrant and one carni...

I march the big gaunt swarm forward.

The marines tacticals hit by dactylis shoot a gaunt and regroup.

I move the carnis right (failed activation).

The SC marine unit advacnes and shoots at the gaunts not doing anything.

I march the dominatrix forward to take control of the carnis.

The marines sustain fire with the Reaver, injuring two  trygons and the dominatrix, and slaying some gaunts.

I move the harridan to the next hill (failed activation).

The marines move and fire the other landraiders, injuring another trygon.

I march the hydraphant up the right flank.

Dom heals its 1 lost DC spawns a carni and a gaunt.


Turn 2:

The Terminators teleport near the GSN.



Marines win SR. Reaver and Landraiders sustain on Dom swarm, killing carni, 1 trygon, and injuring Dom again (no crits).

I fire with the Dactylis on the Marine SC formation killing 2 units and a rhino and placing 5 BM. I assault and wipe out the 3 garrisoned marine squads with the big bug swarm.

The marines move and fire their other landraiders and tacticals, but fail to damage the dominatrix.  

The dominatrix doubles forward breathing on the SC formation and breaking it.

The terminators engage the GSN, killing all dactylis and gaunts and reducing the GSN to 1 damage for the loss of one terminator squad (2 round combat).

The assault marines clip firefight the dominatrix swarm from behind the tacticals and landraiders, breaking them and killing a trygon, carnifex and 4 gaunts in the retreat. The dom and 4 carnis hold their ground due to fearless ability, the surviving gaunts back off.

Aside - Interesting situation, in that my nids couldn't advance against the assault marines, because that would enter the ZOC of a non-engaged formation (tacs and landraiders) which they could not reach because they have to be outside of 5cm of them to begin with. Assume we did this correctly?.

I double forward the hydraphant to within 5cm of the landraiders, breath weapon places a BM on them.

The harridan doubles and shoots killing a marine squad and unloads its gargoyles.

Dominatrix spawns carni and 2 gaunts, harridan spawns a termi. Dominatrix and GSN don't heal.

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 10:30 am 
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Turn 3:



The marines win the SR. Reaver and Landraiders fire on Dominatrix swarm. Dominatrix drops to 2 DC (one 1DC crit), and another carni dies.

Dom swarm engages the tacs and landraiders, carnis and dom tearing them up leaving two units remaining in each broken formation (support fire from reaver, assault marines, and Harridan swarm is involved). Dom sweeps forward. Assault marines and Reaver take a BM.

Hydraphant engages Landraiders, killing one, breaking them killing another.

Assault marines firefight dominatrix swarm with support of reaver, but are wiped out. The dom sweeps forward towards the reaver.

Terminators finish off the GSN and the two hormis it has spawned.



Big bug swarm engages reaver, 6 hormis make it to base contact, with many gaunts following close behind. Reaver loses all shields and 4DC and breaks (dom and gaunts supporting and rolling really well and reaver not making saves).



Harridan marches over to contest Tyranid Blitz.



Game to tyranids as all marine formations except Terminators are broken, and thus they won't be able to contest their objectives that are held by tyranids.  2-0 to tyranids (blitz and take and hold).


Conclusion:

Well the marines had bad luck with their shooting and saves (bar the tyrant death in turn 1). That dom should have been dead really...  Had the marines taken out the dom likely the tyranid attack on that part of the line would have been defeated, which would have left the marines in a much stronger position. It was an all or nothing 'shoot it dead or die' tactic that didn't pay off for them.

On units - I really like those carnifex stats! They can absorb a tonne of fire and the fearless really makes them unique and interesting.  Can't wait to use them again :)

Dom and trygons were fine and didn't get to try out the gargoyles.

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 10:33 am 
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(Hena @ Mar. 11 2007,08:25)
QUOTE

(Markconz @ Mar. 11 2007,11:07)
QUOTE
Aside - Interesting situation, in that my nids couldn't advance against the assault marines, because that would enter the ZOC of a non-engaged formation (tacs and landraiders) which they could not reach because they have to be outside of 5cm of them to begin with. Assume we did this correctly?.

Actually you can do that. Withdrawal move allows you to cross any ZoC.

Btw, why didn't the Terminators engage GSN as first activation? Would've prevented the Dactylises from firing.

Sorry I mean't as part of my countercharge?

Yes the termis should have engaged first IMO. I think he got too fixated on the dominatrix...

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 12:32 pm 
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(Hena @ Mar. 11 2007,09:07)
QUOTE

(Markconz @ Mar. 11 2007,11:33)
QUOTE
Sorry I mean't as part of my countercharge?

I don't think that the counter charge can be blocked by the ZoC. You have to move directly towards the opponent, so moving towards the first should work fine? I can't see a reason that why it shouldn't happen... But I guess a picture of the situation would be nice to have.

Perhaps make a picture of the situation and ask in SG boards?

Done, see here:

http://www.specialist-games.com/forum/t ... C_ID=11042

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 1:27 pm 
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Thanks for the report. :D

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 2:51 pm 
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(Markconz @ Mar. 11 2007,11:32)
QUOTE

Thanks for another great BatRep!

I answered the counter-charge question over on the SG boards.

As well, the Carnies that lost their Tyrant in the early stages of the game should have been removed if they took any kind of "move" action, as they would've ended their turn more than 15cm from their (dead) Syanpse creature.  In such situations you want to take an action *without* a move so they don't go to ground; even with a failed activation you could've taken a (useless) "regroup" choice to keep them in play.

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 6:00 pm 
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(Chroma @ Mar. 11 2007,08:51)
QUOTE
As well, the Carnies that lost their Tyrant in the early stages of the game should have been removed if they took any kind of "move" action, as they would've ended their turn more than 15cm from their (dead) Syanpse creature.  In such situations you want to take an action *without* a move so they don't go to ground; even with a failed activation you could've taken a (useless) "regroup" choice to keep them in play.

Wouldn't this be true of any action they took? Since their synapse creature is no longer on the board they can't not be more then 15cm from it as it no longer exists. It certainly seems like it'd be wrong for them to only disappear if they move... Once the Synapse is gone it seems like they should vanish automatically unless a new synapse gets close enough to grab hold of them.


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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 10:02 pm 
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(Ilushia @ Mar. 11 2007,17:00)
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Wouldn't this be true of any action they took? Since their synapse creature is no longer on the board they can't not be more then 15cm from it as it no longer exists. It certainly seems like it'd be wrong for them to only disappear if they move... Once the Synapse is gone it seems like they should vanish automatically unless a new synapse gets close enough to grab hold of them.

Coherency is only checked after a "move" (Rulebook 1.7.4), so that's why it comes into affect if they advance.  

A Sustain Fire, Marshal (not selecting the move option) or a Hold are all valid orders that prevent this.  Overwatch isn't as the rules specifically state that an "out of formation" formation can't take it and must move into coherency, so it is right out.

That allows time for another Synapse Group to get in range of the orphaned Brood creatures if needed as they other Synapse requirement is only checked at the start of a turn.

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 10:05 pm 
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I agree with Hena.


EDIT:

Holy crap, I agree with Hena!





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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 3.
PostPosted: Sun Mar 11, 2007 11:37 pm 
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(Chroma @ Mar. 11 2007,16:02)
QUOTE

(Ilushia @ Mar. 11 2007,17:00)
QUOTE
Wouldn't this be true of any action they took? Since their synapse creature is no longer on the board they can't not be more then 15cm from it as it no longer exists. It certainly seems like it'd be wrong for them to only disappear if they move... Once the Synapse is gone it seems like they should vanish automatically unless a new synapse gets close enough to grab hold of them.

Coherency is only checked after a "move" (Rulebook 1.7.4), so that's why it comes into affect if they advance.  

A Sustain Fire, Marshal (not selecting the move option) or a Hold are all valid orders that prevent this.  Overwatch isn't as the rules specifically state that an "out of formation" formation can't take it and must move into coherency, so it is right out.

That allows time for another Synapse Group to get in range of the orphaned Brood creatures if needed as they other Synapse requirement is only checked at the start of a turn.

Actually, according to page 12 of the Epic rulebook any formation out of formation MUST take an action in order to regain its legal formation the next time it is activated. You don't get a choice in the matter, you HAVE to take an action which allows a Move in order to attempt to move the formation back into a legal formation. After that movement if there are still some models out of formation (Say they ended up on opposite sides of an enemy formation when the enemy formation engaged them or something and don't have the movement to rejoin eachother) then all remaining models out of formation are immediately removed. Sustained Fire also specifically prohibits its use when out of formation.

Personally I'd favor a 'remove brood creatures' section immediately after checking range on synapse to determine which synapse controls which brood creatures instead of doing so at the end of the turn or at the end of the movement, whichever it is now.






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