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[3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.

 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 7:42 am 
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Two more 3K battles this afternoon. First I used my marines against my friends tyranids.

We used Nid 7.3.1 with following mods:
-Trygon 25cm move, no infiltrate.
-Gargoyles, AA6+, 15cm range (no suicide), 25 points, Brood 2.
-Carnis (Henas recent proposal):

Carnifex
Type/ Speed/ Armor/ CC/ FF
AV/ 15cm/ 3+/ 4+/ 5+
Weapons/ Range/ Firepower/ Notes
Spine Banks/ (15cm)/ Small Arms
" " " Claws/ (base contact)/ Assault Weapons/ +1 Extra Attacks, Macroweapon
Notes: Walker, Fearless, Brood (3)


-Biotitan Crits:
Critical Hit Effect. The bio-titan is critically wounded. Roll a D6, on a 1 it thrashes about wildly in blind rage and any unit within 5cm is hit on a 5+ with the hit counting as a MW attack. On a 2-4 it gushes ichor from a deep wound and loses another DC. On a 5-6 it suffers major haemorrhaging and loses D3+1 DC.



Marines used the standard changes (1.1(?))
1) Cost changes (+/-25 points)
- Vindicator det, 275 (-25)
- Predator det, 275 (-25)
- Land Raider det 375 (-25)
- Terminator det 350 (+25)
- Landing Craft 375 (+25)

2) Speed upgrades (+5cm)
- Vindicator, 25cm
- Attack Bike, 35cm

3) FF upgrades (1 better)
- Land Raiders, FF4+
- Predator Destructor, FF4+

4) Armours get Hunters
- Vindicator det, hunter upgrade allowed
- Predator det, hunter upgrade allowed
- Land Raider det, hunter upgrade allowed

5) "And They Shall Know No Fear"
- Number of BMs in assault resolution is halved (round down)
- Leaders remove 2BMs instead of 1


My Dark Angels:
-Tacticals, SC, rhinos
-Tacticals, Librarian
-Tacticals, rhinos
-Tacticals, rhinos
-Scouts
-Whirlwinds
-Thunderhawk
-Thunderbolts
-Terminators
-2 Warhounds




Tyranid List:
-Dominatrix, 3 Trygons, some gaunts.
-Warriors, 2 Carnis lots of gaunts.
-Warriors, 4 Dactylis, some gaunts, 2 Carnis
-Harridan, 6 Gargoyles
-6 Lictors
-6 Lictors
-9 Genestealers


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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 7:59 am 
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Setup:

Terrain is just some hills, which are all 5+ cover.

On the marine side from closest to furthest in the pic, warhounds, 3 tacticals with whirlwinds behind. Forward and in foreground are the scouts on the halfway line.

On the tyranid side are the dactylis swarm, harridan swarm, the big gaunt swarm, dominatrix swarm and genestealers.


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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 8:10 am 
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(Hena @ Mar. 11 2007,05:57)
QUOTE
Umm... why scouts don't have their Rhinos with them? I assume that the Tacticals are in Thunderhawk and that wouldn't leave space for Scouts in there?

Um no good reason... :blush: Been a while since I've used marines and kind of forgot they could have rhinos and still garrison until we were underway.  Also my opponent (who was using his bugs for the first time in this game), didn't garrison his genestealers  for some reason though I pointed it out.  I think he was worried about the air assault element or whirlwinds during deployment or something.

Yes tacs are in Thunderhawk. Not the most deadly payload but I've found it pretty good and versatile for the points.

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 8:33 am 
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Turn 1:

SR to marines.  

The tyranids roll for genestealers, fail and advance them forward to hill, except for 4 which are in the open. I ground attack with thunderbolts and kill all 4 exposed genestealers...

The big gaunt swarm marches forward. I move forward my right tacticals to the hill in front of them and fire killing 2 gaunts. The dactylis open fire on the tacticals killing a squad and placing 5 BM.

The dominatrix marches forward. I bombard it with whirlwinds killing 2 gargoyles and 2 gaunts but not damaging the dominatrix (who was centred with template).

The Harridan then marches rushing right up into the face of the Marine Commander in an apparent bid to commit suicide (Bug players last activation). I advance the other tacticals firing at the harridan but doing no damage.  The Warhounds double over and shoot the harridan to death (but only just).

The Marine Commander goes on overwatch. The scouts march up to the dactylis swarm. The Thunderhawk straffs the dominatrix formation killing some gaunts, and taking a BM from a lone gargoyle, as do the thunderbolts as they disengage.

The picture shows the situation at the end of turn 1 with the gargoyles from the harridans brood in front of the marine lines and about to disperse...


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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 8:34 am 
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Turn 2 (Teleporting Terror!):

All Lictors teleport near the Marine Commander and Whirlwinds....



Terminators teleport near the dactylis swarm...



SR is a tie! Meaning it goes to tyranids... the Lictors eat the whirlwinds and then the Marine Commanders formation, leaving no survivors for the loss of 1 Lictor from the group assaulting the whirlwinds (overwatch fire), and 2 lictors from the group assaulting the Marine Commanders formation. Ouch.



My turn... In comes the Thunderhawk (another BM for a gargoyle), transporting tacticals with Librarian into support position, and shooting a dactylis and 4 gaunt stands as they do so. Terminators then assault, and with support fire from tacticals, thunderhawk and scouts they wipe out the dactyis swarm for loss of a single Terminator squad. The Terminators consolidate towards the Tyranid blitz.



The Dominatrix swarm doubles forward shooting up the tacticals in front of them killing two stands.

The Warhounds gun down 3 lictors (blastguns recharging).

The big gaunt swarm marches back towards their blitz and the terminators. I ground attack them with thunderbolts as the warriors are exposed at the back, I kill a warrior stand.

The Genestealers march towards the centre of the battlefield (last bug activation). I shoot the Lictors with my right flank tacticals but do no damage. My scouts move and fire also doing nothing. My tacticals in front of the dominatrix leap into their rhinos and race away to join the other tacticals on the right flank.  

End of turn, shown below (note the warhounds should have a blast marker for supporting a losing engage which they do not remove... important next turn).


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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 9:19 am 
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Turn 3:

Marines win SR. I move the librarian tacticals and fire at the big gaunt swarm killing 4 gaunts. I try and sustain with warhounds but fail, so just shoot the 4 strong lictor brood, wiping them out.

The remaining 2 Lictors  assault the Warhounds, doing a point of damage to each, breaking them and sending them scampering away. 1 Lictor is lost.  The remaining Lictor secures the Marine blitz. The genestealers try to assault but fail and move to the hill in front of them.

The terminators and scouts sustain fire killing more of the big gaunt brood.

The Big Gaunt brood assaults the terminators but with all the support fire lose most of their number killing only 1 terminator squad. They fall back towards their objective (but should have gone back towards their blitz...).

The dominatrix doubles over to shoot the tacticals on the hill but does not damage.

The thunderhawk shoots up the warriors killing another stand. The thunderbolts shoot the lone lictor. Tacticals one   recapture the marine blitz, The other Tacticals jump back in their rhinos and march to secure take and hold and tyranid blitz.

End of turn and game. Marines 2, Tyranids 0.



Conclusions etc:

Well not the best move from a harridan, and tyranids were basically outactivated. Lictor attack being their one highlight of the game.

Gargoyles influenced where I went with thunderbolts, but I basically just ignored them with the thunderhawk (though still slightly unnerving thinking about what could happen if that unlucky hit happens...).  Despite BM's my planes kept flying due to good die rolls.

No chances of crits on dom. Trygons good again. Carnis in new form ok. Managed 1 assault on termis this game.

One thing I should also mention, we ban 'aircraft sniping' (ie can't target synapse creatures in middle of swarm with aircraft, have to hit creatures on edge attack run coming from first). Without this mod synapse sniping is just too easy.

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 10:36 am 
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(Hena @ Mar. 11 2007,08:18)
QUOTE
How did you count the BTS? Using WEs as
a) 1 unit
b) 1/2 starting DC  (round up)
c) starting DC

Option C. Still not strongly persuaded this is the best option though.

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 Post subject: [3K Batrep] Tyranid 7.3.1 vs Marine 1.1 Game 2.
PostPosted: Sun Mar 11, 2007 2:43 pm 
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Thanks for the BatRep!


(Markconz @ Mar. 11 2007,07:34)
QUOTE
SR is a tie! Meaning it goes to tyranids... the Lictors eat the whirlwinds and then the Marine Commanders formation, leaving no survivors for the loss of 1 Lictor from the group assaulting the whirlwinds (overwatch fire), and 2 lictors from the group assaulting the Marine Commanders formation. Ouch.


Nice to see the Lictors finally get a day in the sun!  *laugh*

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