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BatRep: Tyranids vs Tau, round 3

 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Fri Mar 24, 2006 10:50 pm 
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This created a solid mass of Nids in their half of the board. I must say that this was a very good play from asaura. I adn't realised the potential for this kind of garrisoning. Let the pictures speak for the rest. Needless to say, I was a little worried about the closeness of the Nids.


Heh, my bug opponents seem to ALWAYS garrison like crazy against my Tau and IG!

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Fri Mar 24, 2006 10:55 pm 
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Turn 1

No teleports. Tau win initiative and lets Tyranids to start game.

Battle starts with Exocrine sustaining. The mines are hurled high and land into the Firewarriors within the building. Several hits are scored and 3 units of Firewarriors are dead from the poisons carried within. Tau respond by advancing with Hammerhead Cadre. Railguns and Missiles streak out as the skimmers pop up behind buildings at the biovores within forest but only 2 are killed by the blasts.


For an army that absolutely relies on shooting (Tau) terrain cover modifiers can be a shooting armies bane.

If you can 'lure' them out of cover, its always advisable.

Moving this vital formation instead of sustain firing also is a point of note.

Its the net loss of 2 bonus' to the Tau shooting. If the bugs don't have the long range heavy indirect firing to worry about - or fast moving template weapons to consider, then I like to keep the heavy hitters back until the majority of the activations have been exausted against the bug army... also limits the spawning.

A reverse logic from the typical game. Against bugs, you want to fire at the stuff that's already activated, not the stuff that is yet to activate. Well - in many cases anyway.

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Fri Mar 24, 2006 10:58 pm 
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In west the genestealers march stealhtly into the city behind a building. Pathfinders reply to this by advancing to the max range and fire with rail rifles. 2 raveners falls. Swarm 4 in the east decide to spread out and spawn gaining a zoanthrope and biovore. Both zoanthropes are now within range to fire at departing planes... damn.


Hat's off to Asaura. He's no dummy.

This is one of the most devistating tactics of the bugs. Mobile firing and AA - where do you need it?

This is why we see a plethora of zoanthroapes around here I think. They are so versatile, and a real pain in the arse to get rid of.

When I ran my 5 aces list against the bugs, I learned real quick of what 10 zoanthroapes can do to tau air.... answer: completely shut it down.

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Fri Mar 24, 2006 11:05 pm 
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Lastly the Pathfinders on centre coordinate with larger stingray contigent. The pathfinders advance out to fire at the hormagaunts, but miss.

Yep - PF's and movement = bad combo. Typically, they are only of value if you can lure the opponent or set up a crossfire. Their weapon ranges mean they are not long for this world if you don't wipe the enemy out though.

I'm curious why you would waste two activations here with CF... seems like it was to your advantage to put PF's on overwatch - and wait.

The stingrays then sustain at lighted targets and kill 6 hormagaunts and 1 ravener.

Good - thats what their supposed to do! Too bad they had to do it as part of a CF and activation loss though. :(

In end phase the planes leave. But Zoanthropes manage to damage the AX and place more blast markers on both. Barracudas survive without hits however.
:alien: yep... been there.

Firewarriors remove 2BMs but have 1 left.
Tau BM Management - as a bug player, I bet the BM and negatives to activate in this game became quite annoying for you as it goes on. Welcome to our world. :)

Man, I was bitten by the killing of the zoanthrope myself. Even when I know I should not do that .
LOL - so, a 'good' bug tactic would be to take lots of zoanthropes and taunting the opponent to kill them - so the bug player could better make use of the spawn and rapid redeployment of his AA/AT/AP 5+ Hydra/lascannon/heavy bolter equipped zoanthropes?

:p

Welcome to our World Hena!

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Sat Mar 25, 2006 12:23 pm 
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Quote (Tactica @ 24 Mar. 2006 (21:58))
When I ran my 5 aces list against the bugs, I learned real quick of what 10 zoanthroapes can do to tau air.... answer: completely shut it down.

I believe tactica you weren't quite using optimal tactis if I remeber correctly (like activating after the Tyranids had done all there swarms!).

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 Post subject: BatRep: Tyranids vs Tau, round 3
PostPosted: Sat Mar 25, 2006 5:15 pm 
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Quote (Tactica @ 24 Mar. 2006 (21:55))
Moving this vital formation instead of sustain firing also is a point of note.

The current pop-up rules require that you Advance if you want to pop up. That was the reason the HHs had to Advance in this case. They also got within range (IIRC) of the Smart Missile Systems.


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