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Bat Rep Nids vs IG Assault Scenario

 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Fri Jun 02, 2006 4:00 pm 
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Hi,

we are about to try the assault scenario that comes in the vault, with Tyranids 7.1 (attackers) against the Imperial Guard (defenders).
He will field 2500 pts plus fortifications against 3750 pts for me.

Rules modifications:
Sorry, can't stand BTS... We will count 1 DC= 1 point vs BTS, else there is no way I'm going to field a Dominatrix...

We will also use spawn upon "marshall" order (Best of 2XD3, plus max one spore), in addition to final turn "rally" spawn (without spores).

Special Scenario Rules:
Only scouts can garrison for the attacker.
Defender can conceal
Attacker has possiblity of Preliminary Bombardment (but I am fielding no artillery, so this is irrelevant)

This is the army I am planning on:

Synapse Creatures:
1 Dominatrix
2 Harridans
1 Tyranid Warriors Groups
2 Small Synapse Nodes
(total : 1200 pts, BTS : 9

Independents
3 Hierophants
8 Genestealers
2x3 lictors
total:1250 pts

Uncommon
6 Carnifexes
2 Zoanthropes
5 spore mines
total 355

Common
12 Gargoyles
32 Termies
15 Hormies
Total 945.

I must deploy on the short edge, and must go fetch the blitz objective that is waaaaay over the other side of the table. That is a lot a ground to cover, in 4 to 6 turns, while the Imperial Artillery pounds me. Hence I plan to keep most of the slow guys (15 cm, aka Carnifexes and most of the termies) in reserve, so as not to slow the dominatrix.

The defender has the ability to conceal his formations, and I must either wait for him to trigger overwatch, or spot them. I fear this takes forever... The harridants and minimum gargoyles will be used on the first two turns to spot out those nasties, together with the genestealers should they survive till they can activate... And the biotitans will rush to cover as much ground as possible, shielding the dominatrix...

I really don't know how to cope with his artillery, since he is planning on 10 barrage points +... I have the initative on turn 1, so using lictors could be a possibility, but he is likely to deploy the artillery (Manticores) in a box, so I won't get them...

Any ideas? Comments?

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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Fri Jun 02, 2006 4:13 pm 
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Sounds like a very interesting scenario!  I hope you're able to snap some pictures!

As to War engine Synapse and BTS, my group counts each DC as 1 "point" in for BTS, but that the unit has to actually be destroyed for it to count.

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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 10:47 am 
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Well, it was a heck of a battle. We started at 17h, and finished turn 5 at 2 in the morning, when the Imperial Force finnally retreated all remaining forces...

Epic battle, with Nid victory... Grin as large as mandibles and feeding tendrils possibly allow...

Here is a small report, with pictures hopefully to follow.

Rules:
Assault scenario available in the vault or here

Nid List 7.1 with changed spawned rules :

1 - All synapse swarms spawn during the rally phase, as stated in 7.1 list, without spores allowed and the Dominatrix adding 1D6 rather than +6.

2 - A synapse creature can choose to spawn upon order (marshall action), roll 2D3 and keep the best, plus possibility of adding a maximum of ONE spore mine (+1D3) (so maximum spawned is 6)

Lists:
Imperial Guard:

Leman Russ Company 650 pts
Alpha Infantry Co plus griffons 350 pts entrentched and concealed
Bravo Infantry Co plus griffons 350 pts entrentched and concealed
Basilisc Detachment 200 pts
Shadowsword Heavy Tank 200 pts
Marauder Wing
Thunderer Wing
Warhoud Titan "Milou"
3 antipersonel mine fields
12 pillow boxes bith battlecannons
More razor wire you can shake a stick at...

For a total of 2500 pts plus fortifications.

Nids:

Assault Swarm
Tyranid warriors
32 gaunts
4 Carnifexes
2 Zoanthropes
12 Hormagaunts

Arrasment swarm
Harridan
4 Gargoyles

Arrasment swarm
Harridan
4 Gargoyles

Hierophant "Gog"

Hierophant "Magog"

The mother of all swarms:
Dominatrice
2 Trygon
1 Hierodule
4 Gargoyles

Infiltration swarm
6 genestealers

Deep strike swarms
2 x 3 lictors (teleported on turn one)

Reserve
2 lesser synapse nodes (teleported on turn 3 and 5)
2 carnifexes (not enough room for them in the assault swarm!)

for a grand total of 3750 pts.

Battlefield intel:
All intel given from Nid point of view (lucky you, you've been granted direct access to the Hive mind flow of thought... yuck)

A ruined city was located in the middle of the table, providing plenty of opportunity of cover. 2 woods were located on each side of the city, but played a marginal role in the battle.

Three objectives were placed by the nids :
1 - Blitz objective, 15 cm from the defenders edge, open field with wood nearby.

2 - Secondary objectives placed in the middle of the table (defender's side), 31 cm from each other, on the left side

The defender deployed the barbed wire in the 3 lines in the middle of the table leaving only 40 cm open on the right side of the battle field (talk about fire corridor). Concealment markers are located all along the razorwire fields, near the Secondary objectives, and 3 near the blitz objectives.

The leman russ are located in the middle of the defender's half table, 30 from the ruins of the city, the basilisc are near the blitz objective, the warhound in front of the open corridor on the right and the shadowsword is located all alone, near the woods on the right side, 40 cm from the blitz (call that a target for lictors!).

The nids then deploy:

Genestealers in the city, close to the secondary objectives,
All remaining nids in the attackers short table edge : the assault swarm in front of the open corridor (there is no way I am going to risk 50*3 rolls of dangerous terrain!), the biotitans (shielding the dominatrice) on the left. Lictors teleport in the woods near the blitz, the basilisc, the shadowsword and three concealment markers that smell of biomass...


To be continued...





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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 11:05 am 
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I'm looking foward to see how this battle goes!

I hope to see some great pics too. :)


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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 1:01 pm 
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Turn 1

According to the scenario, the attacker has the initiative. Too good to be passed!



The first swarm of lictors rushed the lone shadowsword. Alpha Company, concelaed near the blitz, revealed itself and shot down one of the lictors, but the other two managed to climb over the massive tank, open the hatch and tear apart the servants. In a blazing explosion, the mighty tank was destroyed (2 hits, 1 failed save and 1 critical).

The second swarm of lictors took the opportunity to rush towards the basilic detachment. But Bravo company, also concealed nearby, revealed itself, boxed the artillery and prevented the charge. The overwatch fire destroyed the three lictors.

Answering the anguished calls of the infantry commanders, the thuderbolts took off and rushed the enemy line, trying to hunt down one of the harridans. But they were taken aback by the Dominatrice Warp Blast. Desperatly trying to escape the blue lighting bolts, the action was cancelled at the last moment, but that did not prevent one of the planes crashing down...

The tank comany went on overwatch, unsure of where the blow might come, while the horde of creatures surged forward (doubling rather than redeploying, in order to keep AA umbrella).

The marauders managed to target one of the harridans, hurting the beast but not killing it (1DC).

The genstealers run all along the barbed wire zone, from left to right towards the opening (and the fire corridor). doing so, they sprung two mine fields that took down to units.

The warhound had no real target, so it fired on the genestealers, that were left to 2 stands.




End of turn:
The harridan regenerates its lost DC (with much curses from the Imperial guard commander), and since the reserve was almost empty, nothing much happenned... The two remaining carnifexes joined the big swarm, that is all.





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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 1:25 pm 
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gah keeping us in suspense, come on where is turn two  :D

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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 2:56 pm 
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Turn 2

Again, the imperial commander made good of his training at the academy and took the initiative, commanding artillery fire on the ennemy horde. But the servants are shaken by the firefight against the lictors and are unable to lock on target.

The swarm of gaunts rushes forward, marching as fast as they can to close in, and forfeiting their AA protection. The retaliation is immediate, the marauders dropping their payload on the alien grunts, but missing the critical synapse creatures.



But lo! It was a trap! The dominatrice rushes forward, doubling to block the flight path of the marauders... Blue energy arcs fill the air, but the marauders escape unscathed. So much for the trap...

The overwatched leman russ block all options of the nids. A harridan closes in, landing behing a ruined building, and ready to spoil the tanks with its acid breath... the tank commander asks for guidance to his superior and finally decide to advance so as to have a clear view of the harridan. It is a bold move, since this means getting closer to the incoming horde, but is pays. The combined fire of laser and shells send the beast down in flames, together with the gargoyles it carried.

Nothing much happens this turn : the hierophants keep closing in, using the cover, the two remaining lictors find save haven in the woods, while the surviving genestealers rush between the razonwire lines to claim the secondary objectives.

End of turn:

There is precious little to respawn (but this is soon to change), and nothing to rally... on to turn 3 and the shoot-a-gaunt contest!





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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 3:36 pm 
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Turn 3

Teleport :

One synapse ganglia erupts from underneath secondary objective alpha, behind a ruined building.

This time, the hive mind has the initiative.

With the leman russes no longer on overwatch, there is no time for questions... The assault swarm surges forward, stoping a mere 5 yards from the tanks, and completly closing this part of the battlefield. The hive minde does not want the Leman Russes and Warhound to go playing in their side of the field...

To this, the tank commander asnwered with a cool head and some guts! Instead of cowering back, they sustained fired, blowing to pieces half of the swarm.

Eager to finish what the tanks had started, the warhound, the infantry companies (and their griffons) and the marauders all targeted the infantry swarm, blowing it to pieces.

While the humans were busy with the ground critters, the dominatrice, her escort and a hierophant closed in, managing to fire their acid spray over the sturdy tanks, but to no avail (apart a few blast markers)... but the stage is set for a terrible assault..

To make thinks worse, the second hierphant has made a flanking manoeuvre, and is dangerously close to the entrentched infantry. Its acid spray hits alpha and bravo company as well as the basilics, but with little damage. The second harridan sensing its time has come gets out of cover, and sides with him ready to fest on human flesh...(do these big bugs eat anything by the way? they sure have digestion problems, with all this acid sprays...).



And while the battlefield is filled with screams and bullets, the synapse node gently burps a zoanthorpe and a gaunt...

End of turn :
The dead pile starts to grow. Most of the infantry is now gone, and the tyranid warriors are no more. The surviving harridan manages to call back all the remaining gargoyles (4 of them), and the dominatrice brings back 4 carnifexes and a gaunt... All the blast markers carefully placed on the guards (especially the leman russes) are removed (those commissars are really a pain)







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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 3:51 pm 
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Turn 4
The clash of wills. Both the hive mind and the imperial commander are bent on gaining this crucial turn initiative. The sensory tendrils of the synapse creatures are teeming with neuronal feedback, and the commander is silently watching his TacCom display, its green light illuminating his aquiline features (oh the batrep poetry!).

And the human proves to be the best (much curses here!)
The leman russes escape the oncoming onslaught. The go back to join with alpha and bravo company, and shoot down the second harridan, leaving the gargoyles orphan (much curses here also)...

On the face of this, Magog the hierophant decides not to charge  (alone and unsuported) but flames down the infantry and manages to kill griffons and humans. The gargoyles, free from the hive mind captivity, plunge directly to engage the basilisc company and managing to shoot down one and routing the detachment, before being swept back by support fire.

The planes try to hunt down the surviving genestealers, still holding one objective (the second one claimed by the synapse node) but fail.

Gog the second hierophant is not able to assault the leman russes, but can still hurt them... but obviously, seeing its prey run away when they where sooo close has a negative impact on its morale and he is unable to do anything but slowly move forvard (dam snake eyes!)

Still, the dominatrice may save the turn.. and a third one, dammit!
The warhound then shoots at the hierodules shielding the dominatrice, taking away only one DC each

End of turn:
No regen.
The basilisc rally, and bravo company.
The dominatrice spawns a few carnifexes
The syanpse node slowly builds up his swarm, but it seems pointless...

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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 4:10 pm 
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Turn 5
Once again the guars have the initiative.

The turns starts with the Leman Russes shooting with all their might (and all the pillboxes, 12 battlecannons) at the rightmost hierpohant, taking away 5 of its 6 DC.

After the shock of seeing its prey run away, and being hurt, this proes too much for Gog, and it flees back under cover, towards the secondary objective held by the genestealers.

Aerial attacks will target the hurt titan and the genesteales, killing one genestealers but missing the hierophant in the corridor!

The marauders try to shell down the synapse node, but fail, and one of the planes is caught by the warp blasts of the zoanthropes protecting the synapse.

The dominatrice doubles (after much hesitation, afraid the leman russes will catch her after hurting one of her babies) and she and her hierodules spray alpha and bravo company, managing to kill a few stands and two griffons.

More important, they will now be in a position to support the assault of the second hierophant whereas the wolfhound and the leman russes are too far away (16 cm for the warhound!) to be of any help.

So at last, the hierophant plunges forward, cleaving his way through the trenches and sending corpses flying by. Five units of guards die on the spot and the dominatrice kills another three. Both companies break, and the hive mind delights in retribution and vengeance, feelings not unknown to this alien mind...But the hierophant is hurt (4DC) and ichor drips from the wide gaps in his carapce left by the concussion grenades...

There are no options for the warhound. Unless he contests the blitz objective, the Nids will win the battle... So there he goes, trying and failing to shoot down the hierophant...

The end is near...

End of turn

One of the infantry co rallies, the other not.
The dominatrice fails to spawn anything.
The node keeps burping gently (4 gaunts if memory serves)

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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 4:11 pm 
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I should let the tension build...

:p

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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 4:28 pm 
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Ok...

Turn 6

The final duel...The nids again have the initiative. With a deafening screech, the Dominatrice charges the leman russes.



The carnifex at last see the battle (after three games!), but are useless. Neither do the hierodules do anythin -not able to close in, must use FF)... Luckily, mommy leads the way, and the dominatrice manages to destroy three leman russes, while the few surviving gaunts dispatch absolutly nothing.. but are in turn dispatched..

Against all odds, therefore, the nids loose the assaults (curse the commissars!! +3 to assault resolution!) by one, and the swarm relocates, bloking the way to the blitz objective...

And the battle ends when the hierphant engages the warhound titan for control over the blitz. One on one. Mano a Tendril...
The two huge beasts collide with a deafing (at this time on the battle, everybody is already deaf, so who cares) crash, and the spider like beast stabs the titan to  death...



Victory!

An on to the debriefing...

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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 4:37 pm 
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Quote (Cobalt @ 07 June 2006 (16:28))
Against all odds, therefore, the nids loose the assaults (curse the commissars!! +3 to assault resolution!) by one, and the swarm relocates, bloking the way to the blitz objective...

How did he get +3 to assault resolution off the Commissars? Commissars are supposed to be limited to a maximum of 1 per Formation. So he should never be able to get more then +1 off them for Inspiring. You might want to go back and check his army again! The comment about them dropping all their BMs due to Commissars struck me as odd as well... Just one Commissar only lets you drop all the markers if they're at 2 or 3 BMs.


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 Post subject: Bat Rep Nids vs IG Assault Scenario
PostPosted: Wed Jun 07, 2006 4:48 pm 
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Ok, my comments :

1 - The scenario is lots of fun. As a tyranid attacker you are bound to suffer, and on turn 3 (-or was it 4), I lost more than one third of my army. The dead pile was huge... and to know that you must cross the whole battlefield is really something, with all this artillery... I think the scenario is balanced (2500 + fortification against 3750), but for one thing : the secondary objectives should be placed by the defender, not the attacker.

As it is, it is difficult for the defender to control all three objectives, knowing I would place the secondary obj near the middle of the table... And he needs all the room he has to build a deep defense...

The razor wire was really usefull in that it channelled my advance. The minefields are not that meaningfull.

The concealment rules add some chrome to the expense of several question (when do you trigger a minefield?). That is the opinion of my friend. Personally, I think he did not use those rules as best as he could, and I did manage to spring all the traps by the end of turn one (I'm pretty happy with the way I used the lictors and genestealers, and the shadowsword is a cherry on top (granted, a very big big heavy cherry, but a cherry nonetheless). Should he had kept a hidden inf. close to the secondary objectives, I would have been hard pressed to box him around the blitz...Anyhow...

The tyranids are doind well. The list is playable as it is. Personnaly I would still change a few things:  I'd rather have gaunts moving 15 cm, DC3 Greater synapse nodes garrisoning but not teleporting, and Spawning cost for hierodules being infinite (yes, no WE regen is my take) but it is playable as it is.

The hierophant take time to reach the other edge, but once sitting near an objective, they rock. We also feel they are correctly priced.

Harridans 2DC are fragile and I'd rather see them DC3, but I can live without.

Spawning is by no means too much. I was really unable to regen back and the dead pile soon became huge. Maybe we have gone too much?

Limiting One spore (D3)  and upon order,  is probably too much.

Replacing +6 for +D6 for the dominatrice is way funnier.

Spawning upon order is fun, and not too powerfull. It gives something to do to the synapse nodes..

BTS is ok if we count 1DC=1 points. Else, how is anybody going to spend half their points in a dominatrice?

My opponent only complains are :
Lesser Synapse nodes can and will be abused. It is too nice a combo teleport+cheap price. You can keep them till the last turn and voila! Up its points (100? 150?)... I don't think I agree...but I can see the problem... What about a formation of three for 150 points?

Other things will come, but now, to rest...

Bye





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