V7 batrep - Campaign scenerio game bugs v IG |
Tactica
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Post subject: V7 batrep - Campaign scenerio game bugs v IG Posted: Mon May 01, 2006 6:14 pm |
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Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Hey all,
I played a game with Andy this weekend in the Volistad online campaign being ran out of Houston. We had a heck of a time trying to fight off the bug horde, but the IG had some shining moments.
I have the report in a word file, but its over 1 MB with the pics.
Id be happy to share it if there's any interest. We took particular notes on the casualties and spawning that occured just in case there would be value to this forum.
PS - this was our first v7 battle, so may not have done it all right, but the game was fun. 
PSS - you may want to right click on the link and do a "save as" instead of just opening it up. Your call. Its a Microsoft word document format. The pictures are imbedded into the file so should appear as you scroll down the pages.
Here's the link: v7 Bug v IG bat rep with pics
Comments, questions, and critque's welcome. Just remember, this was a campaign game with imbalanced lists and points as well as tournament objectives but forced deployment and terrain.
So the relative significance here may be negligable to the development efforts.
Cheers,
_________________ Rob
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nealhunt
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Post subject: V7 batrep - Campaign scenerio game bugs v IG Posted: Mon May 01, 2006 7:27 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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Very interesting.
While the Nids won the game we played Friday 3-0, it was also largely a matter of playing to the victory conditions. A bad choice of consolidation took an Ork formation back across the centerline so the Nids got TSNP. And it was possible that the same formation might have contested one of the T&H objectives, stopping the Defend the Flag at the same time. Finally, there was a good shooting roll at the end that just barely blasted the last contesting Ork stand off the Blitz objective.
In short, it wasn't very far from being 0-0 with a 4th turn to play. At that point, though, I think the Nids would have had so much of a material advantage that they would have simply cut off movement.
It may just be that Nids will always play an attrition game. Trying to push for the 4th turn in order to wear the enemy down as much as possible. To a certain extent that is in character. I would just had to see a cheesy Nid player at a tournament dragging his feet in game play so as to force a time-limit tie-breaker calculation.
_________________ Neal
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Tactica
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Post subject: V7 batrep - Campaign scenerio game bugs v IG Posted: Mon May 01, 2006 10:30 pm |
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Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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NH,
Thanks for the comments.
We had another guy over watching the game (and rolling activations for us many times) while Andy and I gave orders and moved units. It was interesting to hear both of them comment on the game.
Tom (the guy rolling activation dice but not really playing) mentioned that the bugs now looked to be a constant aggretion force, very easy to play, but all about maintaining thick shields of little bugs. A "Sit on the objective" strategy could be employed to force the opponent out to deal with them. It was an interesting perspective.
The amount of spawning in our game made it look like the bugs were going to come back - regardless of casualty count. Interestly though, we did not have normal lists, we had "what was in the sector" to play with. So, from this scenerio game - an abundance of powerful synapse means - all the dead don't stay that way. That was very difficult for the IG to overcome - killing a single synapse in 3 turns... well, that and the IG player had many constraints to deal with too. More later on that...
Cheers,
_________________ Rob
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Tactica
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Post subject: V7 batrep - Campaign scenerio game bugs v IG Posted: Mon May 01, 2006 10:51 pm |
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Brood Brother |
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Joined: Sat Jul 09, 2005 12:12 am Posts: 2241
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Quote (clausewitz @ 01 May 2006 (15:43)) | Hi Tactica, nice terrain |
Hey Cw, thanks for comp and weighing in!
LOL, funny you say that. Its almost all 40K terrain and we had a lot of forest proxies.
All of our Epic Terrain is trapped at a buddies house right now (which we'll be retreaving this weekend I'm told) He's going through a seperation... and well, suffice it to say that's way off topic....
SO, we were gaming at my place vs. playing at our normal location with normal terrain collection and we were using spare 40K terrain that best worked in the Epic arena. I also worked for 7 hours saturday night building the "white" barricades and two bunkers you may have noticed in the pics. Those were all to meet the requirements of the battle I received from the SC of the Imperial's in the campaign... more coming on that one...
So all things considered, we we working with what we had! Comp is appreciated though.
Couple of things I noticed.
The deployment by the bugs was a classic "deploy second" tactic. ?Over-loading one side to gain a local superiority.
| Agreed, it was scenerio. IG had to deploy first and so, the bugs got to look at the entire set up before they deployed a single piece. Much to their advantage!
Especially in a manner to avoid your TK weapons (they should have gone in the middle IMO ). ? |
ROFLMAO - glad I'm not the only one that thought the deployment to be questionable to say the least. OK - believe it or not, those were the precise and exact instructions I received - complete with graphical depiction - of how the IG should deploy!!
I (IG Maggot) had no say so in deployment, I was following orders from Lord Militant's dataslate email 48-hours before first blood! I placed the entrenched infantry, the razorwire/tank traps, and vehicles and WE all according to his master plan! Heh - so don't blame me on that one! ?

No doubt Lord Militant von Zastrow will have recieved a communication in regards to this.
Indeed, both sides have received a copy of the bat rep in as you see it here.
I've yet to receive comment from him, but GLane and Jim have already commented. Are you in the campaign - or privy to progress?
The Nids spawning seemed quite high, but as there is a new spawning rule already written this is somewhat moot.
Well, we *thought* we were using the latest and greatest as placed into the v7.0 thread containing the list. Perhaps that was not the correct set of rules to be using though.
We also came to the same conclusion about the spawining. He was litterally bringing back everything I killed, and then had points to spare in many cases. So, it seemed like an impossible effor to fire unless there was hope to kill a synapse.
We deduced that this was largely due to the Scenerio of what was used in this sector. These weren't actual "lists" from the tourny sense. These were campaign elements moving around a map that happened to cross pathes. Well - that's my take anyway. I'm just a player pushing figs when asked too. All of the logistics are handled out of Houston. I'm in St. Louis, so I don't get all the details - just map updates and battle calls.

This may be a good time to mention that the bug player actually had more points than he was supposed to. Appearently we accidentally combined the forces from sector
W14U and sector
W14. We should have only used what was in the
W14U sector though. So, Jim, John, and Greg are working out how that should be handled. Since the IG won, its not the worlds end. Since spawning caused the HT formation to take two turns of shooting before it died - that's probably not a big deal. The casualties that were suffered in turn 3 by the IG are what's really in question IMHO. The two Warhounds and the 2 entrenched IG formations that were lost were probably 50% too high as a result of too many points being played. I've made a suggestion for them to resolve this, but don't know if they'll ask us to replay the entire game or not.
regardless - it was a fun (and scary) game, so if we have to do it again with the 'right' points on the bug side, it probably won't be as close - but who knows. In this game - the bug player rolled a lot of 1's on activations in turn 1 and a fair amount in turn 2. If the inverse happens in a rematch - the IG could be in for a real hurtin'!
Just curious, what was the composition of the arty company?
It was 5 Basalisks and 4 Bombards. I used Manticores to represent the Bombards. This was also Lord Militant's call.
Finally...
Turn 1 Tyranid Casualties
5 Homorgaunts
D'oh! 
Hmm... what you talking about??? Here's what I show is in the bat rep! Everything came back - but I initially killed 22 models in turn 1! (D@mn spawning!)
Turn 1 Tyranid Casualties
5 Homorgaunts
8 Gargoyles
2 Termigants
3 Biovores
4 Exocrines
End Phase Tyranid Spawning
Spawning from HTyrant = 11
?- 1 Gargoyle
?- 2 Biovores
?- 2 Exocrines
Spawning TWarrior A = 4
?- 2 Termigants
?- 2 Hormagaunts
Spawning TWarrior B = 13
?- 3 Hormagaunts
?- 2 Gargoyles
?- 1 Biovore
?- 2 Exocrine
Spawning Dominatrix = 14
- 5 Gargoyles
And dispite this the IG managed to win. Kudos on that... or perhaps the master plan was better than it appeared.
Are you in the campaign - or privy to progress?Err no, theres the small matter of being the wrong side of the Atlantic Ocean to start with..