Tactical Command http://www.tacticalwargames.net/taccmd/ |
|
3K Tyranids 9.2.1 vs Scions of Iron http://www.tacticalwargames.net/taccmd/viewtopic.php?f=21&t=15797 |
Page 1 of 3 |
Author: | frogbear [ Sun Jun 07, 2009 8:50 am ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
Apologies for the lack of pictures. I forgot the camera at home and only had my phone to use as a camera. Future battle reports will have better eye candy. Game has been added here to assist with the Tyranid 9.2.1 development. Rules: Epic Handbook 2008 Tyranids - 9.2.1 Rules Marines - Scions of Iron v1.3.4  (as per Hojyn's book) Size: 3000 Points Tyranid Force  (5 Synapse Creatures {BTS=3}, 8 activations) 1. Harridan 2. Heirophant 3. Lictors x3 (a) 4. Lictors x3 (b) 5. Genestealers x6 6. Dominatrix    2 x haruspex    3 x carnifex    5 x termagaunts    4 x raveners    1 x hormagaunts 7. Vituperator    5 x ravenors    4 x hormagaunts 8. Assault Swarm (2 warriors and 1 hive tyrant)    4 x haruspex    3 x termagaunts    3 x hormagaunts    3 x ravenors Scions of Iron   (8 activations) 1. Whirlwind squad #1 + Hunter 2. Whirlwind Squad #2 + Hunter 3. Warhounds x2 4. Terminators x4 + 2x Landraider (TBA) + chaplain  - BTS 5. Thunderhawk SB 6. Thunderhawk CAS 7. Heavy Tactical w/ 2 Landraiders (TBA) 8. Tactical (TBA) (TBA - To be advised as I left the army list at Morgan's house)             Game Table ![]() Pre Battle Marine player chooses table edge. Objectives placed close to centre of the table on both sides Tyranid player sets up Genstealers covering 2 objectives on his side taking advatage of the scout rule No teleporters Players roll for initiative Turn 1 Initiative: Tyranids win - Tyranid player elects for the Scions of Iron to go first.            Start Turn 1 ![]() M- Thunderhawk SB Ground Attacks Assault Swarm. 4 Brood creatures dead & 1 blast marker (BM) T- Genstealers charge into the cover of the city district M- Whirlwinds #1 indirect the genstealers. 5 hits, 3 dead. Broken. Genstealers run off into the next city district T_ Harridan advances up the tyranid player's right side of the table M- Heavy Tactical unit doubles to chase the genstealers. 0 hits. 1 dead due to BM for being shot at T- Hierophant doubles and shoots at the heavy Tactical unit. 0 hits. 1 BM M- Warhounds double and fire on the Heirophant. 3 MAc + 1 AT hit. Hierophant saves. 1 BM T- Vituperator squad engages in a FF with the Warhounds positioning so only 1 Warhound can take part in the battle. 1 wound on the warhound vs 2 Ravenors dead and 1 wound on the Vituperator. No criticals either side. Tyranid player wins the combat on the roll and numerical superiority and Warhounds double back broken behind the hill. M- Thunderhawk CAS ground attacks Assault Swarm. 1 Ravenor Dies. 1 BM. T- Dominatrix unit doubles into city district on the Tyranid right side of the table. M- Whirlwinds #2 (with nothing to fire at), use their indirect to wipe out the last of the genstealers. T- Assault Swarm double moves into cover near their own table objectives and fires on the heavy tactical squad. No hits. 1 BM. M- Tactical unit goes on Overwatch M- Terminators go on overwatch End Phase: - Thunderhawks move off (SB 1 BM for opposite end of the table) - Assault swarm regroups and gain back some broods (sorry did not keep track of these) - Heavy Tactical removes blast marker - Vituperator regroups and gains back full compliment of broods. - Warhounds rally. 3 BM placed. Turn 2 Pre: No teleporters Initiative: Scions of Iron             Start Turn 2 ![]() M- Whirlwinds #2 indirect the Assault Swarm. 2 Termagaunts dead. 1 BM M- Heavy Tactical retains the initiative to Advance back and shoot at the Assault swarm. Few hits and Tyranid player saves all hits. 1 BM T- Harridan Advances on Tactical squad keeping distance and using popo-up to only allow 1 unit on overwatch to fire. Marine player decides not to waste overwatch. Harridan destroys 1 predator placing 2 BM on Tactical unit. M- Thunderhawk SB ground assaults the assault swarm casing the death of 1 termagaunt and 1 ravenor. 1 BM T- Hierophant advances to shoot on heavy tactical unit. No hits. 1 BM M- Whirlwinds #1 indirect the assault swarm. Casualties are 2 Hormagaunts & 1 Ravenor. T- Assault Swarm regroups and remove 3 BM and gain back 5 points in brood creatures (gaunts and 1 ravenor). M- Thunderhawk CAS ground assaults assault swarm. 1 Hormagaunt casualty. 1 BM T- Dominatrix unit charges to edge of city scape to place the AA within range of the Thunderhawk CAS exit. M- Terminators double to the hill and fire on the assault swarm. Few hits and Tyranid player makes all cover saves. 1 BM [AT THIS POINT THE MARINE PLAYER HAS HAD ENOUGH OF THE TYRANID PLAYER'S ABILITY TO MAKE SAVES, AND LARGE SPAWNINGS] T- Vituperator charges into the city area to the left of the table (right of the terminators) M- Warhounds advance to shoot on the Assault Swarm. Zero casualties. 1 BM M- Tactical squad attempts to regroup and fails it's order. 1BM and then regroups as action removing all BM.  End Phase: - Thunderhawks move off (CAS 1 BM for being shot at by AA - no damage) - Assault swarm regroups and gain back more broods (sorry did not keep track of these) - Heavy Tactical removes blast marker - Warhounds fail to regroup and are stuck with 3 BM. Turn 3 Pre: Lictors (a) & (b) teleport in near both units of whirlwind units. Each recieves 1 BM from the teleport. Initiative: Scions of Iron M- Tactical unit advances to fire on Lictor(b). 2 dead. Unit broken. Last lictor runs into the city to hide. M- Whirlwinds #2 retain the initiative to double away from the lictors and placing them out of range to be charged BTB by those lictors. T- Hierophant advances towards the terminators and fires. No casualties. 1BM T- Tyranid player retains with Vituperator and charges Terminator unit. Terminators kill 6 units of gaunts. In retaliation, Vituperator unit causes 1 terminator and both landraiders to die. Supporting fire from warhounds and heavy tactical units destroy all ravenors and gaunts. Supporting fire from Hierophant cases another terminator casualty. After working out all kills, numbers, and extra values, it is an even combat that now relies on the dice roll. Tyranid player rolls a 4 & 2 and Marine player rolls 2 & 2. Marine player loses another terminator stand and terminator chaplain (broken) runs for the saftey of the city limits. [AT THIS POINT THE MARINE PLAYER CONCEDES THE GAME] We decided that the Tyranid player had a chance to gain the BTS (if chaplain was unlucky), Defend the flag (marine player could not contest this), and perhaps They shall not pass (depending on the outcome of an assault against the warhounds and if they were able to rally after the assault). Marine player conceded that turn 4 would have seen him with little effect on stopping the tyranid horde due to the ineffectiveness of round 1 & 2. Looking back at this, I would have liked to have seen it played to a potential 4th turn. Overall it was a strategic game where the Tyranid player was able to make cover saves and roll high on the respawns. The marine player could not do enough damage to the horde which kept rolling slowly in to gain objectives. Disclaimer: No Synapse creature was killed in the production of this battle report. Highlight: Gaunts counting for only half in HTH and causing no BM when being killed via shooting. |
Author: | frogbear [ Sun Jun 07, 2009 10:08 am ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
I will let Morgan take it from here regarding all the questions regarding marines. Interesting about the synapse details. Not really evident via the 9.2.1 rules wording however.... Shooting was average throughout the game and the Tyranid saves were very good. All that died were brood creatures (with and without cover) which were replaced throughout the turns through spawning. The warhounds were kept 20cm apart (scout) top prevent the effectiveness of any barrage - hence being able to clip assault them. |
Author: | frogbear [ Sun Jun 07, 2009 10:40 am ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
Ah. Just read the Synapse rule again. Wow, that is interesting. If I was playing against tyranids, I would throw everything I had against the Dominatrix just to get the BTS. In regards to the Warhounds, I guess lack of sleep may have been a factor and he did not see the 35cm distance when placing the hounds there. I do agree however, the marines were a little too cautious in regards to blast templates. |
Author: | alakazam [ Sun Jun 07, 2009 11:28 am ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
Highlight: Gaunts counting for only half in HTH Our Tyranid player does not play this rule - he simply refuses to. He wins about 7/10 assaults anyway and those he does win he does so by a fairly large margin, this rule just appears to be overkill... Chroma, what is the thinking behind this because we feel it is not only uneeded but also unbalancing? |
Author: | frogbear [ Sun Jun 07, 2009 11:35 am ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
I have not played enough games with the rule to make a fair judgement myself. I would however be interested in the discussions that lead up to the rule. It is obviously a balance issue to them not counting as a full kill or on the other hand, them not counting at all.... |
Author: | arkturas [ Sun Jun 07, 2009 12:07 pm ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
Quote: (alakazam @ 07 Jun. 2009, 11:28 ) Highlight: Gaunts counting for only half in HTH Our Tyranid player does not play this rule - he simply refuses to. He wins about 7/10 assaults anyway and those he does win he does so by a fairly large margin, this rule just appears to be overkill... Chroma, what is the thinking behind this because we feel it is not only uneeded but also unbalancing? Essentially gaunts die in droves in assaults. You hit the tyranid formation, massacre gaunts and break the formation and there is nothing the Tyranid player can do about it. If the Tyranid player gets the assault with the specialists then damage is done but it isn't that common and gaunts are still vulnerable to help get the opponents kill count up. What it amounted to was any formation with gaunts was more vulnerable in assaults than those without and gaunts can't exactly do much else. |
Author: | alakazam [ Sun Jun 07, 2009 12:26 pm ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
This is not the experience of our group. When Tyranids assault they win by big numbers (3+ usually), when they are assaulted the lose by small numbers (if at all). And, so the formation breaks and you lose a few more gaunts. The fearless Synapse just spawn them back (after making a 2+ rally roll). We have fought 5 games with Tyranids now and we have seen 4 swarms broken in assault, 2 with significant effects. The Tyranids are yet to lose a game, I have fought them to a draw with my Marines after 3 games of prior learning and now the IG have been totally rolled over. |
Author: | frogbear [ Sun Jun 07, 2009 12:44 pm ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
Quote: (alakazam @ 07 Jun. 2009, 12:26 ) This is not the experience of our group. What combats did the nids go into? Were they all against tanks? How about skimmers? Against assault units with inspiring characters? Please advise. |
Author: | frogbear [ Sun Jun 07, 2009 1:27 pm ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
Does this battle report belong here or the EA Battle Reports threads? Just so I know for future reports... Thanks |
Author: | Jeridian [ Sun Jun 07, 2009 1:39 pm ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
I'm curious as to how Termagants do so well in your assaults too. They are essentially Guardsmen without the Autocannon, as a Guard player- launching engage actions with my Infantry Co. is suicide. The opponent should not be easily engaged by the Nid player, they must be making some serious mistakes. The Termagant formation is often slower than most enemy formations (20cm vs 30cm Rhino/Chimera/Ork transport, etc), so your enemy should be able to dictate when and where assaults occur. The Nid army is Strategy Rating 1, so the enemy should be able to escape by going first if the Nid player has Termagants marched into position to assault next turn. All you need to do is hit with your Firefight to rack up kills on no-save Termagants, whereas they should have to go through Marine armour, or cover saves on defending units. I've played Nids against opponents who have higher SR (everyone) and decent armoured engaging units, I just can't see how your getting walkover assaults unless the opponent is just feeding you formations to totally swamp (and even then the number of Termagant deaths makes it hard for the Nid player). The 1/2 kill rule was suggested by one of my opponents to the Tyranid Development team. If your somehow owning your opponent in assault with Termagants before, then 1/2 kill really doesn't make much difference. If, like in my experience, assaulting with Termagants is pointless due to how many die, then it's a little help. |
Author: | frogbear [ Sun Jun 07, 2009 2:00 pm ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
The only time a termagaunt got into combat in the above game was when the Harridan charged the terminators who were about 20cm away. Even in that case they did not get into BTB contact. They used their FF from within 15cm. Also termagaunts within a Vituperator can get the 25cm range. If an oppoonent is within 35cm of tyranids, they can expect to be able to be charged by everything on a tyranid list bar a hive tyrant with no wings, a synapse node, carnifex, biovore or meiotic spore. Remember a charge to a FF need only get within 15cm. A WE really assists with such an assault due to their DC. It is the Hormagaunts that are the real life of the gaunt party in HTH however... |
Author: | Chroma [ Sun Jun 07, 2009 2:01 pm ] |
Post subject: | 3K Tyranids 9.2.1 vs Scions of Iron |
Quote: (frogbear @ 07 Jun. 2009, 10:08 ) Interesting about the synapse details. Not really evident via the 9.2.1 rules wording however.... Er... Break Their Spirit Against Tyranids, the Break Their Spirit goal is based upon the number of Synapse creature units still on the battlefield compared to those that have been removed. If the number of Synapse creature units killed is equal to, or greater than, the number of Synapse creatures still in play, the opponent has achieved the Break Their Spirit goal. Note that the number of individual Synapse creatures is counted, not Synapse Groups, and that Synapse War Engine units count their full starting DC. How could this be made more clear? ![]() |
Page 1 of 3 | All times are UTC [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |