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Tyranid Playtests

 Post subject: Tyranid Playtests
PostPosted: Mon Jun 04, 2007 8:38 am 
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Nice slippers.

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 Post subject: Tyranid Playtests
PostPosted: Mon Jun 04, 2007 2:30 pm 
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(Hena @ Jun. 04 2007,07:40)
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The bigger thing is the third turn start. I'd started with Cobras. You had perfect opportunity to drop the Dominatrix. One centre on it and you have 3 dices. I don't know about the range but it seems close, would sustain have reached it with 2nd template? With sustain 2 hits -> 6 damage -> killed. Advance would have less chance for good still.

Then the Warlock. How far would have the Vituperator been? That would have been good target for some serious FF or close range TK template. If not then hit hard on the Infantry swarm left there or Dominatrix if that had survived the Cobras.

One of the Cobras was suppressed, so they only got one template and the Dominatrix was out of range of that template. The only casualties would have been Hierodules. Not to mention that they would have needed a 3+ to activate. My reroll was preparing to come through the wraithgate. Trying to activate them would have been too risky to target Heirodules. Had they not been suppressed and out of range I would have loved to kill the Dominatrix and I think they would have.

The Vituperator was well out of range of the Warlock. He assaulted the infantry swarm barging the tanks to get as close to the action as possible. After he consolidated he was in range to support an assault against the Dominatrix, which he did. Dire Avengers retained coming through the wraithgate (with the Autarch) and gaining the support of the Warlock.

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 Post subject: Tyranid Playtests
PostPosted: Mon Jun 04, 2007 2:33 pm 
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(The_Real_Chris @ Jun. 04 2007,08:38)
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Nice slippers.

Apparently some people actually do wear wooden shoes.

It makes stepping on each others toes less painful.

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 Post subject: Tyranid Playtests
PostPosted: Mon Jun 04, 2007 4:24 pm 
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(Hena @ Jun. 04 2007,08:37)
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One more thing. Just counting casualties is not good idea. As you notice the Nids tend to have fewer losses, but that just tells that spawning is doing it's thing. War of attrition against Nids is not going to work. Better to calculate how many of the Synapses and Independents you killed. Brood isn't important. If you don't kill synapse and independent, you aren't going to win.

We started counting them up both as raw points and based on the tiebreaker rules with the different weighting.   If the Dominatrix in a big bug list dies, it usually means the tiebreak points are a higher.  Otherwise, it's usually less.

Hopefully, I'll get the batrep posted tonight but to give an idea, the total points lost in our Friday game were something like 1200 and the tiebreak count was something like 1600.

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