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Tyranid Playtests

 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:08 am 
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Recap of the Ork game, with pics this time.
=========

The following is the report from the Ork game.

The Orks had the following units: 2 Big Warbands with 2 big gunz and 2 Oddboyz each, 1 Uge Warband with 3 big gunz and 3 Oddboyz, 2 Big Blitz Brigades with 2 Oddboyz each, 2 Stompa Mob with 1 Supa Stompa in each, 1 Gargant kitted with a Supa Zzap. So as you can tell the Orks had a lot of TK weapons.

We did not take corner deployment for this game. The Orks garrisoned the Uge warband and one of the Big Warbands.

Turn 1:

The Orks won the initiative and doubled the Gargant to get off the first shots hitting one of the Hierophants with 1 TK damage but that was about all the damage the Gargant could do. The first round was mostly a headlong charge by the Tyranids to close with the Orks. The Orks were able to kill one of the Hierophants on the first turn and both of the Hierodule shields on the Dominatrix and were feeling pretty good despite missing with several of the TK weapons. But they are looking forward to some sustained fire on turn 2. This would put a big dent in the Nid advance. The Nids respawned all their casualties but one Hierodule and of course the Hierophant that died. The Dominatrix meat shield was back but not as tough as before.

Turn 2:

The Lictors were able to deploy in such a way as to prevent most of the Orks from sustaining fire with the TK's, by using their scouting ZOC's. In fact they forced a total of 6 formations to either choose to assault them or move away (out of cover). They were not good targets themselves but wreaked havoc in the Ork battleplan and for so little effort.

The Orks won initiative and fired one of the Blitz Brigades and double moved one of the Warbands in order to get off the TK shots before they were assaulted and lost the opportunity. The shots nearly killed the Vituperator and killed the other Hierophant.  

The Lictors activated next and assaulted the Gargant with support from an armored group and did two points of damage to the Gargant. They assaulted in such a way as to have only two units that could take casualties so they forced an assault resolution with even modifiers. They won the assault breaking the Gargant before it activated which of course sucked cause the Orks didn't get to hear all the noise the Gargant would have made.

The Nid armored group assaulted one of the Stompa Mobs taking 3 Carnifex as casualties and killing 3 stompas. They won the assault breaking the Mob before it activated.

TIme for TK from the Ork again, the other Blitz Brigade was forced to double move out of the Lictor ZOC. He fired at the Dominatrix in another attempt to kill the meat shield and was successful at killing another Hierodule. The Orks retained and double moved another Warband to escape a Lictor ZOC firing at the Dominatrix but failed to kill her.

The balance of the turn is too painful to recount. Let me just say it involved a lot of Nid assaults and a feeding frenzy on Ork warbands, and a Blitz Brigade.

At the end of the turn the Nids spawned all their Hierodules back a good deal of other units as well. They regenerated all the remaining Synapse Creatures to full health. The Orks wished they could regenerate but maybe they will some day from Nid droppings.

The Gargant did fortunately rally.

Turn 3:

The Nids teleported in the Greater Synapse Node to guard their blitz.

Orks won the initiative again. Yeah!  

The remaining Blitz brigade double moved out of impending doom and raced to the Greater Synapse node fired and killed it. Waaagh! We retained and double moved a beleagured Stompa Mob out of a similar fate as the Blitz Brigade. They now captured the Nid Blitz.

Unfortunately, the Nids now assaulted the Gargant with a very large Tyranid warrior group and killed the Gargant without going to resolution. Then they assaulted and broke the last Warband.

Again, the remainder of the turn involved breathing on broken warbands and capturing all the objectives on the Ork side of the board.

Mercifully the game ended on turn 3 with a Tyranid 2 goal to 1 victory.

The Orks faired better than the IG but took 54% casualties, they gave the Nids 30%.

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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:09 am 
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For those that don't recall from the original thread, all the pics are end (or near the end) of turn 3.

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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:11 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:13 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:16 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:16 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:17 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:28 am 
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Well, here is the final game of 4 with Tyranids. This time the opponent is Eldar. We used my tournament Eldar list with 2 tweaks which made it better against the Nids. Here is what the Eldar brought to play: 1 Warlock Titan, 1 Guardian Host with Wraithguard, 2 Dire Avenger Aspect Hosts with 2 Exarch characters each (one of the Exarchs was an Autarch), 1 Warp Spider Aspect Host with 2 Exarchs, 3 separate formations of Storm Serpents each consisting of one Storm Serpent, 1 formation of 2 Cobra's, 1 jetbike troupe, 1 wraithgate, and 3 Nightwings.

The pictures are numbered in the order they were taken.

Turn 1:

The first three pictures show our initial setup. As you can tell the Tyranids used the edge of the table quite effectively the whole game. It really prevented the Eldar from outflanking them from either side. I only had one choice and they defended against it fairly well.

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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:29 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:30 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:31 am 
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The Eldar won initiate on all 4 turns so I won't repeat this each turn. On turn one the Eldar forced the Nids to go first and continued stalling be using the Nightwings to try to start picking at the Dominatrix. As you can see by pic 4 the Nids are advancing up the far table edge. Since I am more setup to the middle of the board I will be outflanking them down the center.

The Eldar advanced choosing to focus fire on the Tyranid Warrior formation in the large building hoping to eliminate this formation as soon as possible. The Cobras and Titan both double moved to get within range to do this. The damage was significant but not decisive, it would take another turn for that. However, the Cobras would be able to sustain on the following turn. 4BP sustain fire Ignore cover TK d3+1 would do a lot of damage to Nids huddling in a building. The Nids respawned most of their casualties from turn 1.

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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:32 am 
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Turn 2:

The Nids teleported the Greater Synapse Node, presumably so they could begin spawining casualties on their blitz. The node was placed where none of the Eldar units could get to it (except air).

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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:33 am 
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Photos 5, 6 & 7 show the disposition of troups at the beginning of turn 2. It is a little hard to tell but the concentrated fire on the front of the large building had blasted out the Nids that were within sustain fire range of the Cobras. So, hiding behind the little building we hoped the Nids would forget we were there. A Warlock Titan can make you forget things. The Warlock moved and shot at the Armor group doing considerable casualties, the plan was to retain with a Storm Serpent to bring a wraithgate within range of the armor company and bring out an assault. Unfortunately the activation die roll was failed. The Storm Serpent took the blast marker and moved to a safe location for later.

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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:34 am 
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 Post subject: Tyranid Playtests
PostPosted: Fri Jun 01, 2007 1:35 am 
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Now it was the Nids turn, they activated with the Armor group and fired at the Warlock. The titan saved all the hits but they dropped a BM on him and that was the important part. They now retained and assaulted the Titan with the still huge Tyranid Warrior group with the Armor group in support. They got 22 hits on the Warlock of which fortunately he saved all but one. The Warlock won the assault in resolution and the Nids retreated outside of 15 but remained in the shelter of the building. They were very frustrated by this result. Pics 8 & 9. The Warlock then consolidated over within range of the Armor group and the Tyranid Warrior formation in case an assault could be achieved.

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