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Tyranid Strategy and Tactics

 Post subject: Tyranid Strategy and Tactics
PostPosted: Mon Jun 04, 2007 7:26 pm 
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Clipping does not work.

Lets say a Tactical detachment with 3 Razors and chaplain attacks from a side. You get total of 4 hits. No save on gaunt means that 4 are killed. Add chaplain bonus and it's +5 for marines. That means that total of 9 are killed if same dice is rolls. Put in something more powerful and you get more (warp spiders etc). Two of those will wipe the swarm pretty effectively.


This is an extremely optimistic assessment, Hena.

To get 4 hits, you have to be in range of 4 units.  If you get close enough to guarantee that many targets, the Nids will countercharge more into range.  FF5+ on Termagaunts is pretty good.  Getting a total fo 6-7 nids in range after countercharge will usually kill one SM unit.  Or the SMs can keep fewer Nids in range to begin with, in which case, the Nids can stay in place and let you just take fewer hits.  Either way, you're really looking at +3 or so maximum kill differential from clipping.

And what about -1 for being outnumbered?  For equivalent points, the Nids would have ~20 units to the marines' 11.  The outnumbering negates the Chaplain.

You're really looking at ~+3 resolution for a clipping assault normally, not +5.  That's for an ideal situation - a 425 point SM formation, close enough to assault, with no BMs, that happens to have a Chaplain.  No cover for the nids and no nid units with saves out on the edges of the formation (which, of course, is the first place they go).

What do you get from this highly idealized situation?  Not much.  The SMs kill ~7 brood creatures (maybe 125 points if there is a Ravener or Gargoyle or two in the mix).  Marines lose 1 unit (35-50 points).  Nids don't retreat far, and get a double move to rearrange.  SMs are now at the Tyranid line and have a BM due to the casualty in the assault.

Big deal.  If I'm the Tyranid player my response is "Oh, no, please don't throw me in that briar patch, Brer Bear."

Moreover, it just won't happen that way in a game.  Usually a weak line like you are assuming is not necessary.  If the SMs are in a position to clip the end of the line, then the line wasn't containing them.  If it's not containing them, it's not necessary.  The Nids aren't going to spread out.

30 - 40cm with ZoC is possible. But that means that fast enemy will run around you easily.

I'm not sure if I can explain it without diagrams.  You don't have to have a solid line during the game.  It only has to be solid enough to make it tactically foolish for the enemy to try to penetrate it.

30-40cm spread is easy with 20+ models, even if there is only a single synapse creature.  5cm ZoC, +4cm stand width, +15cm to the Synapse, +4 cm stand width on the Synapse, with the same on the other side - +15cm +4cm +5cm.  Total potential width is 50cm.  At 40cm, not only is there coverage, but depth.

Depending on the distance to the enemy you can often leave some room in between the swarms.  Unless you're right on top of the enemy, they can't just squirt between the swarms without making themselves extremely vulnerable.  Basically, the Nids have a 15cm "threat zone" even beyond the physical block of formation + ZoC.

On a corner deployment, 80cm total frontage leaves only very small alleys to maneuver past them (120cm narrow board width).  The "threat zone" takes care of the large majority of those gaps.  Even on a standard deployment, that's a big frontage.  The enemy can't shift it more than ~15cm at a pop.

That's with only 2 swarms.  At 2700-3000 points Nids can have either 4-5 swarms that size or 2-3 plus some big bugs.  Assuming the big bug list, 2 swarms plus 2 biotitans can easily block 100cm.

But as I said the problem that I still have is that Synapses still take the objectives quite effectively. And that no rules on withdraw make Nids a lot more powerful.

I think this is a pretty good analysis.  The free withdrawal move is very potent for Nids.  It might be worth considering restricting them to a single move.

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Mon Jun 04, 2007 8:44 pm 
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(nealhunt @ Jun. 04 2007,19:26)
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Big deal.  If I'm the Tyranid player my response is "Oh, no, please don't throw me in that briar patch, Brer Bear."

Great comment Neal,

It made me laugh out loud (even my dog looked at me funny).

This is exactly how I feel everytime I hear the argument (normally during a game when I am thinking about assaulting) about how vulnerable Nids are to being clipped or how many casualties they take in assaults. Generally, whether they win or lose the assault in resolution either result usually helps them in some way.

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Mon Jun 04, 2007 9:08 pm 
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(Zzzap @ Jun. 04 2007,20:44)
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This is exactly how I feel everytime I hear the argument (normally during a game when I am thinking about assaulting) about how vulnerable Nids are to being clipped or how many casualties they take in assaults. Generally, whether they win or lose the assault in resolution either result usually helps them in some way.

I think part of the tactic of "clipping" Tyranid swarms is to make sure the attacking formation is strongly supported.

I recommend you take a look at my weekend battle report against the Steel Legion for some examples of "shifting" big formations of Bugs:

Tyranids vs Steel Legion

I went with the "big swarm" philosophy, and, yes, I failed activations, but that's what you have to deal with without a Supreme Commander.

Please feel free to comment/question!





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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 6:49 am 
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Interesting idea about a single move for withdrawing nids.

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 2:48 pm 
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(Hena @ Jun. 05 2007,07:04)
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But those 25+ bug swarms cost ~700 points so they should be tough.

25+ bug swarms can be purchased for as little as 525 and be pretty darn good at 555.

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 3:08 pm 
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(Hena @ Jun. 05 2007,07:04)
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So they are good at assaults. very good. Shock horror ??? ?

Big deal.  If I'm the Tyranid player my response is "Oh, no, please don't throw me in that briar patch, Brer Bear."

So who is saying that one hit should do it? Against nids you take out a swarm or two in turn. You do not try to damage all of them in a single turn. That will fail.

Neal should probably address his point here, but I will chime in.

The point is as I see it, is that with good area denial the Nids are able to force the opponent to assault them (and as you have put it must do it over and over again). This is just what you want as a Nid. In Epic you should be looking for the opportunity to use an activation as many times as possible in a turn to get the most out of it (supporting other units as well as its own activation). Nids are very good at assaults and because they are unbreakable (still allowing them to support), only have to withdraw outside of 15cm after losing an assault, and can intermingle at will, they will get to use their strength over and over again even on defense.

This is why Neal's "briar patch" comment is so funny. The Nid player if arranged properly should be begging for his opponent to assault him.

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 3:38 pm 
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Once again a late pitch into a thread by me  :D

The first question raised in this thread by Neal asked what drove our army selections.

Well for me there are a number of factors,

1. I never use proxies so there is a limiter straight away (I only have 6 carnifex in total!).

2. I like to command a characterful rather than optimised for victory army (to date I have not a swarm consisting of 4 dactylis plus node - to me that does not quite sit right).

My bugs tend shuffle round in mixed swarms rather than be specialist. I tend to mix my swarms having mainly common broods with a few uncommons thrown into the mix (the names suggest I should do it this way! :) ).

And yes I am probably guilty of hanging AV swarms that are too small out to dry - again a factor here is worrying about being outactivated.

I think what I am trying to say here Neal is I plead guilty as charged to fielding bug armies that are less than optimised but I have some battles coming up at my place soon and will take on board some of the suggestions here.

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 4:18 pm 
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I think the proposed techniques to counter Nids are most things that sound good on paper.  They do not usually work in practice.  The Nids actually lose for other reasons.

Concentrating fire:  Concentrating fire on the Nids is extremely difficult if the Nid player is doing what they should.  If you assault them to the point they are actually threatened, they just retreat behind the mass of troops where you can no longer get to them.  In GT-level terrain, even big swarms should be mostly in cover or out of LoS.  Unless you're playing on an open plain, there is no reason nids should ever be a good target for Sustained fire.

For the sake of argument, let's assume that you have a formation of Nids in LoS and range of a Mech IG company - 21 AP5+ shots on Sustain is pretty good.  Nids will have ~20 units (mostly Gaunts, a couple Ravs) for similar points.  Let's say 5 Nids are in the open, 10 are in cover, and 5 are out of LoS.  Obviously, the armor save Raveners are in the open and Gaunts are in cover.

10 shots on sustain fire at troops in the open, 11 shots at troops in cover.  Odds are 5 hits on troops in the open and 4 at troops in cover.  After saves, that's ~7 casualties.  Nids have 13 units left.  The IG are in CC range for infiltrating swarms and FF range for Termagaunts.

I fail to see that is a significant problem for the Nids.

Do it again to concentrate fire.  Now the IG have used double the amount of points to slow (not stop) a single Nid swarm and still have effectively no chance of destroying the actual Synapse creatures.

A recent batrep example is Chroma's armored marines v Nids.  SMs used more than 1000 points of SMs to assault one 500 point swarm in Turn 1.  To do that, the SMs divided their forces and left themselves vulnerable to a counterattack.  The end result was a surviving Synapse Creature that could run away far enough to spawn 3d3 in the end phase.

I think that it is possible to occasionally catch Nids in a position where they can be hammered down by successive attacks on a single formation, but it is definitely the exception.


Stalling:  You can't stall the Nids.  Nodes are vastly better stalling formations than any formation in any other army.  Even without Nodes, Nids aren't that far behind in activation count.

Assuming that the enemy has an activation advantage, in order to stall you must have your army far enough from the Nids that the Nids are not a threat.  Pretty much from ~Turn 2 on, they are in your face.  Stalling is no longer stalling at that point.  It's surrending the initiative.

Assuming that you have both the formations to stall and the distance to do so, you stall by using formations which are out of the danger zone the Nid swarms project.  That means the stalling formations are outside the range to support an assault and/or far enough away that they can't expect to easily maneuver around terrain for a clear shot in the future.

Now that you've stalled, what do you do with the remaining formations?

Those smaller formations will need serious support to assault without being crushed, but most of your potential support was used to stall.  Lots of small activations work for shooting at other armies not because of casualties but because of BMs piling up.  That doesn't apply to Nids.

Maybe if you manage to have 3-4 activations left and they are all positioned to pound a single swarm, you might beat it down.  Maybe.

In batrep after batrep, we see the same pattern.  Turn 1 the enemy has control of the pace and is able to fire and position with relative impugnity but due to distance and cover rarely does much more damage than the Nids can spawn back.  Turn 2 the Nids are in striking range and stalling just means leaving targets in harm's way.

Even in the games where the Nids lose, it has almost nothing to do with the enemy outstalling them with activations.


But those 25+ bug swarms cost ~700 points so they should be tough.


3 Warriors - 150
18 Gaunts - 270
4 Raveners - 120
25 Units, 540 points

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 4:48 pm 
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In batrep after batrep, we see the same pattern.  Turn 1 the enemy has control of the pace and is able to fire and position with relative impugnity but due to distance and cover rarely does much more damage than the Nids can spawn back.  Turn 2 the Nids are in striking range and stalling just means leaving targets in harm's way."


I recognise this pattern well -  it will always get messy once the bugs have closed and only failed bug activations seem to stall this onslaught. That said I have not played AGAINST the bugs yet so cannot really offer much advice as to how to counter this so I will ask my opponents to get off their lazy butts and contribute to this debate! :)

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 4:57 pm 
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(Lightbringer @ Jun. 05 2007,16:48)
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That said I have not played AGAINST the bugs yet so cannot really offer much advice as to how to counter this so I will ask my opponents to get off their lazy butts and contribute to this debate! :)

BatReps!  BatReps!  BatReps!

To make it easier to right them, I'd recommend using my "Game Log" sheets.

Attached below:

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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 6:00 pm 
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For the sake of argument, let's assume that you have a formation of Nids in LoS and range of a Mech IG company - 21 AP5+ shots on Sustain is pretty good. ?Nids will have ~20 units (mostly Gaunts, a couple Ravs) for similar points. ?Let's say 5 Nids are in the open, 10 are in cover, and 5 are out of LoS. ?Obviously, the armor save Raveners are in the open and Gaunts are in cover.

10 shots on sustain fire at troops in the open, 11 shots at troops in cover. ?Odds are 5 hits on troops in the open and 4 at troops in cover. ?After saves, that's ~7 casualties. ?Nids have 13 units left. ?The IG are in CC range for infiltrating swarms and FF range for Termagaunts.



You cannot split same type of fire (in this case AP) at in and out of cover troops(check the FAQs on the SG forum).You have to decide to target only those out of cover or take the -1 for all of the formation.

Only by weapon type can you choose to shoot at some in and some out if cover (AP takes the -1 to shoot at troops in cover but AT doesn't and could only target vehicles out of cover etc.).


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 Post subject: Tyranid Strategy and Tactics
PostPosted: Tue Jun 05, 2007 6:32 pm 
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(dptdexys @ Jun. 05 2007,18:00)
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Only by weapon type can you choose to shoot at some in and some out if cover (AP takes the -1 to shoot at troops in cover but AT doesn't and could only target vehicles out of cover etc.).

You're right.  We just split them up as desired as a house rule.

In this case there were 3 kinds of weapons in the example - autocannons, multilasers and heavy bolters.  The split could have been 7/14 with similar results.

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