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Tyranids Losing Assaults

 Post subject: Tyranids Losing Assaults
PostPosted: Thu Apr 27, 2006 1:54 pm 
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I've been wondering about what a tyranid formation can do if it loses the assault. Obviously, the rules state that a tyranid formation does not get blast markers, and it is not broken. That's great, and I understand it completely.

However, if a tyranid formation loses an assault, do they still get to perform an activation? The wording says that they perform a withdrawal move, but it doesn't say that they cannot move later in the turn (if they have not already performed their action).

I really think that if a tyranid formation loses an assault, they should not be able to perform an action for the remainder of that turn. We have played several games without this restriction, and it gets crazy. It makes it very difficult (if not impossible) to drive the tyranids off of an objective. Unless you wipe out every single synapse creature during the assault, the formation simply moves back onto the objective to contest it.

Has anyone else found this to be a problem?


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 Post subject: Tyranids Losing Assaults
PostPosted: Thu Apr 27, 2006 2:33 pm 
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Quote (AndyH @ 27 April 2006 (13:54))
Has anyone else found this to be a problem?

Yes tyranids can get action later. And yes I found that to be problem BUT it has been so long since my game against bugs that it doesn't really count. List has been changed a lot since then  :laugh: .

But yes no restrictions. Makes fearless bugs even more scarier. Reqular bugs atleast have to avoid 15cm kill zone but fearless ones just keep coming forward...

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 Post subject: Tyranids Losing Assaults
PostPosted: Thu Apr 27, 2006 2:38 pm 
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You're right.  An unactivated nid swarm gets to retaliate if it loses an assault and has still to be activated.  That is why it is best to go against activated nid swarms (the opposite of standard tactics).

If you do go against an unactivated nid swarm then bunch your units right at the edge of the 15cm FF range.  Nid fire fight ability can be quite poor.  So kills should win the assault for you (unless your dice rolling ability is like mine).  The deaths and extra loses should thin the swarm a bit.

The nid player will then probably fall back to just outside of 15cm, ready to launch an assault with the next activation.  So use the consolidation move to fall back 5cm.  This will mean fewer nids will get into BtB.

If that doesn't work then just collect nids and join in the feast.

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 Post subject: Tyranids Losing Assaults
PostPosted: Thu Apr 27, 2006 10:58 pm 
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However, if a tyranid formation loses an assault, do they still get to perform an activation?


Yes, they do.

I really think that if a tyranid formation loses an assault, they should not be able to perform an action for the remainder of that turn. We have played several games without this restriction, and it gets crazy. It makes it very difficult (if not impossible) to drive the tyranids off of an objective. Unless you wipe out every single synapse creature during the assault, the formation simply moves back onto the objective to contest it.


It is tough to shove the Nids off an objective, and when you really think about it from a background point of view it should be.

Facing the Tyranids requires a big change in tactical thinking as they don't act, or react, in anyway like a 'normal' army. Many tactics that work well against 'normal' armies fail miserably against the Tyrnaids. The trick is to identify their battle weaknesses and then attack them even if it wouldn't make sense to do it against a 'normal' army.

The above mentioned 'attack the activated swarm' is a good example of this as it runs counter to what one would normally do.

Another is to exploit the Tyranids general lack of mobility by concentrating on a single swarm to overwhelm it, while actually abandoning ground somewhere else to do it. The Tyranids will often be unable to directly react to the attack, and will have a very hard time replacing the loss of an entire swarm. Doing this against a 'normal' army would be abandoning too much of the initiative to that opponent, but it makes sound tactics when facing Nids.

There are others.................

The Unstoppable has been in use since v1.0 and we have found that once opponents have adapted to it they have no trouble with it.

Thanks All

Jaldon :p

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