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3K Batrep: Tyranid 7.3 vs Ulthwe 1.8

 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 8:06 am 
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This is the second game I played today. After his marines were eaten my friend got out his Ulthwe.

We used Nid 7.3 with following mods:
-Trygon 25cm move, no infiltrate.
-Meiotic Spores, 35 points, cannot garrison, count as difficult terrain with 30cm radius.

Ulthwe used 1.8 mods from SG forum.

Tyranid List (same as last game):
-Dominatrix, 3 Trygons, 6 Termis.
-Warriors, 26 Termis, 6 Hormis.
-Tyrant, 6 Termis, 4 Hormis
-Greater Synapse Node, 4 Dactylis, 2 Termis
-Harridan, 9 Gargoyles
-Hierophant
-Hydraphant



Ulthwe List:
-Avatar
-Black Guardians
-2x Guardians
-2x Scorpions (separate).
-2x Nightspinners
-6 scouts
-Swords of Vaul (3 Falcons, 2 Firestorms).
-Phoenix Bombers
-Vampire

(Note the DRM tanks used for scorpions and Nightspinners).


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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 8:16 am 
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Setup and Turn 1:

Ulthwe set up two guardian formations and scouts forward. One guardian formation and the scouts were on overwatch.
Other Eldar units were behind this forward screen.

Bugs were left to right, Tyrant, Dom, Hydra, GSN, Hiero, Warriors, Harridan.




Turn 1 started with Phoenix bombers attacking, killing some gaunts and doing 1DC to a Trygon, and 1 DC to the Dominatrix.

I advance, slowed down by the Warriors and Tyrant failing their tests. Most swarms double forward. The hierophant gets lucky and does 2 DC to a scorpion breaking it.

The dactylis shoot up a guardian unit killing 5 units, and the dominatrix shoots them too, adding a blast marker and breaking them. The Guardians retreat behind the hill.

Nightspinner fire kills some gaunts and does another point of damage to the dominiatrix.  Swords of Vaul and the other scorpion do 4 DC damage to the Hierophant. Lastly the Harridan and gargoyles flap up into the scouts face - the scouts kill a couple of gargoyle stands with overwatch fire.

1 phoenix is lost as it disengages by moving through meiotic spore (opponent splutters when he hears there is no armour save - that's correct if this difficult terrain test?)

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 8:33 am 
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Turn 2:

Ouch! The Swords of Vaul and a scorpion sustain fire and down goes the hierophant...



My harridan refuses to engage the scouts despite the dominatrix growling at it, and instead flaps off around the eldar right flank.

In come the infernal phoenix bombers again, taking a flight path to ensure they hit the dominatrix - the dominatrix staggers onwards with 4DC gone now. The tyrant marches up in support.

More eldar fire peppers the advancing nids, killing a trygon and more gaunts.  

The hydraphant rolls a one and just stumbles along contentedly further infuriating the dominatrix...  





The dactylis bombard the untouched guardian formation killing six stands. The guardians try to regroup but panic and break instead, fleeing back towards the Black Guardians.

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 8:45 am 
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Turn 3:

Another blizzard of fire from eldar tanks and aircraft blasts the Tyranid lines. Down goes the tyrant and the dominatrix! Aaagh!  

I double the warrior brood over so they can take control of the synapseless swarms next turn...  the trygons engage and wipe out the scouts.

The black guardians engage the harridan swarm... I advance to contact two wraithlords with the harridan (not the greatest move ever made by a Harridan). Things go badly wrong for the bugs and I lose the harridan and 3 gargoyles in exchange for 3 guardians/platforms and a wraithlord.

I 'dactylis' the swords of vaul killing one of them and then engage with the 6 remaining gargoyles. Unfortunately the gargoyles do no damage and are wiped out.

More eldar fire comes down as the hydraphant charges up eldar right flank - its breath weapon breaks the swords of vaul and destroys the damaged scorpion.



End of turn a trygon and some gaunts go to ground for being out of synapse range. Eldar all rally.... (oh oh).

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 8:58 am 
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Turn 4:

Ulthwe win SR and engage the Hydraphant in a firefight with black guardians and the newly arrived Avatar. The Hydraphant takes a couple of points of damage.... and then another one from the swords of vaul...



Finally the great moment arrives for the hydraphant - dozens of little eldar within chomping range!  However, the hydraphant is confused (another failed activation!!) and settles for spewing bioplasma breath on the Avatar instead (doing 1 DC damage).

The scorpion opens fire and bang critical and bang a six... and that's the end of the slow and stupid hydraphant...  :(



Given that I am now down to two activations and have done minimal damage to the eldar I concede...

Rules Comments:

Once again I like the 25cm move trygon.

We were both concerned about the AA though... my opponent thought it would make more sense to have AA flak attacks and armour if flying through a swarm of spore mines (eg 2xAA6 for 35points) and I tend to agree.

Also another concern was that there was no way to protect advanced elements of the army from aircraft beyond the warpblast on the dom (which it probably shouldn't have as AA now if meiotic spores are used).  Can anyone advise if we are missing something here? If the meotic spores are the only AA and they can't garrison then air attacks can operate with impunity provided they don't come within 45cm of the Tyranid basline.  Will think more on the AA issue before another couple of games next week in any case.

One other thing - can we have some more interesting criticals for the bio-titans please!! 1 lost DC = dull dull dull, or dead = way too random. Remember when they used to stagger around squashing things? Or how about how they slowed down a bit (until regenerated).

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 1:38 pm 
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Another great report Markonz!

One thing first:

I double the warrior brood over so they can take control of the synapseless swarms next turn...  the trygons engage and wipe out the scouts.


The Trygons should actually have been removed from play after this engage action, regardless of winning or not, as they, due to the Dom being dead, end the assault outside of synapse range of their "parent" creature.

A nasty way to eliminate Broods that have lost their synapse is to clip them, as they'll just fade away at the end of the action, regardless of other synapse being nearby to "grab" them next turn.

Will think more on the AA issue before another couple of games next week in any case.

I'm working on a proposal for this, hope to post it tomorrow.

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 1:44 pm 
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(Chroma @ Feb. 25 2007,11:38)
QUOTE
I double the warrior brood over so they can take control of the synapseless swarms next turn...  the trygons engage and wipe out the scouts.


The Trygons should actually have been removed from play after this engage action, regardless of winning or not, as they, due to the Dom being dead, end the assault outside of synapse range of their "parent" creature.

A nasty way to eliminate Broods that have lost their synapse is to clip them, as they'll just fade away at the end of the action, regardless of other synapse being nearby to "grab" them next turn.

Oh yuk... thanks for that Chroma, will remember for next time. Parent dead, engage = bad.  :D

Looking forward to seeing your AA suggestions.

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 8:27 pm 
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And the no save is intentional.


That's a problem I have with the spore fields... while having one attack against each aircraft in the area is a good thing (IE: a DTT mechanism), disalowing saves just feels wrong.

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 8:44 pm 
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Thanks for that too, it was very nice to read.  :)
Note: Guardians cannot garrison.

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 9:30 pm 
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(Hena @ Feb. 25 2007,19:30)
QUOTE

(Evil and Chaos @ Feb. 25 2007,21:27)
QUOTE
That's a problem I have with the spore fields... while having one attack against each aircraft in the area is a good thing (IE: a DTT mechanism), disalowing saves just feels wrong.

I dunno. If enough of them manage to hit then they penetrate the armour (eg the failed test). It's not as the planes are forced to go through it so I can't really see it as overpowering.

I agree it's more in the category of 'feels slightly off' rather than outright 'this just wouldn't happen' (Like having Zoanthropes as the list's mainstay AA for example!).





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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 9:58 pm 
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(Charad @ Feb. 25 2007,18:44)
QUOTE
Thanks for that too, it was very nice to read.  :)
Note: Guardians cannot garrison.

Doh! Man we really are rusty  :blush:

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 10:07 pm 
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(Evil and Chaos @ Feb. 25 2007,19:30)
QUOTE

(Hena @ Feb. 25 2007,19:30)
QUOTE

(Evil and Chaos @ Feb. 25 2007,21:27)
QUOTE
That's a problem I have with the spore fields... while having one attack against each aircraft in the area is a good thing (IE: a DTT mechanism), disalowing saves just feels wrong.

I dunno. If enough of them manage to hit then they penetrate the armour (eg the failed test). It's not as the planes are forced to go through it so I can't really see it as overpowering.

I agree it's more in the category of 'feels slightly off' rather than outright 'this just wouldn't happen' (Like having Zoanthropes as the list's mainstay AA for example!).

Yeah it does feel wrong I think. If you have good armour it should count for something. What we effectively have with the DTT test is AA6+ TK(1). That's definitely too good IMO.

The 'DTT just for a/c' also introduces a weird mechanic unnecessarily, which counts against it according to Jervis's guidelines to minimise rules exceptions.

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 Post subject: 3K Batrep: Tyranid 7.3 vs Ulthwe 1.8
PostPosted: Sun Feb 25, 2007 10:55 pm 
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I don't think it'd be too bad an exception to have the rule something like:

'Each aircraft that passes within 30cm of a Spore Mine marker takes a hit on a 6+'


Done.

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