Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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First...
I in no way endorse the fashion choices of the participants visible at the edges of the boards.
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I haven't read the Eldar posts in detail. I'll do so and discuss it with them. I have, however, talked about some of the previous games.
The sketchy descriptions obviously obscure the on-board situations but in a terrain heavy situation like this city board many of the suggestions like concentrating fire are hard to capitalize on as terrain can quickly block visibility for a retreating formation.
A couple of specific things...
Someone asked about the gargant firing on a baseline unit on turn 1. The Orks had more formations so they had the setup advantage of placing the gargant after the Nids. It was on a road, so the double move was 40cm, not 30cm, giving it plenty of range to hit the titan first action.
Spawning: A tactic that has been used in most of the games is the "Vituperator Brood Mother." The Vit can fly up behind another Synapse and as long as it is within 20cm, it can spawn into range for the other Synapse to pick up the broods at the beginning of the following turn. With 20cm range, it's pretty easy to stay out of 30cm for the distance spawn bonus. With a spore, that's 3d3+1 spawning points to pump up the other swarm. That's enough to spawn a new Heirodule for a Dom shield most of the time. One of the turns which prompted the "holy cow, do they ever not roll max spawning" reactions was from a "Brood Mother" move like this.
Typical tactic goes something like: The enemy has a formation vulnerable to assault. Vit flies over and breathes on it from a relatively protected position (remember it can pop up). The swarm retains and assaults, driving the enemy back and eliminating the primary threat to the Vit. End phase the Vit spawns back to the swarm, plus the regular synapse. With spores and/or a distance bonus, that swarm will regenerate 3-4 d3 points.
Next turn, repeat. At DC4 and limited LoS that can see it, the chances of it being stopped by anything short of Deathstrikes is slim.
Another Vit tactic that has not been used in this series of games, but which we discussed in detail previously and which has been successful is a charge of synapse creature groups.
Deploy the Vit with a Warrior or Tyrant/Warrior group in it, Raveners for the armor saves in the remaining transport slots, and some gargoyles for good measure. Drop them off up to 90cm away in turn 1. Both synapse groups spawn in the end phase. The Tyrant/Warrior group picks up all the broods. BANG! you've moved a very large and otherwise slow swarm 90cm in one turn.
Obviously, this has some limitations. It reduces first turn activations and can't be done into a hotly contested area. However, it has some rather nice uses, not least of which is that it will crush the weak side of a refused flank defense, leaving a strong swarm in a threatening position. It can also be used for a deployment feint if the enemy is unfamiliar with the capability or just misses it. The Vit then goes back to being a brood mother.
_________________ Neal
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