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[BatRep] Armoured Variant vs Tyranids 7.4

 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 3:39 am 
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Well, the Armoured Variant Space Marines just keep on rolling, this time they met up with the Tyranids... let's see who's got the mettle!

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 4:26 am 
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Rules Used

Space Marine Armoured Variant v0.7
Tyranids 7.4

Armies Used

Rolling Marines - 3000 points

Heavy Tactical Detachment
4 Tactical Marines
2 Land Raider Crusaders
1 Chaplain

Bike Detachment
4 Bikes
3 Land Speeder Tornados
1 Chaplain

Vindicators Detachment 1
4 Vindicators

Vindicators Detachment 2
4 Vindicators

Predator Detachment
4 Predator Annihilators
1 Hunter

Terminator Detachment
4 Terminators
1 Librarian

Thunderhawk Transports
2 Thunderhawk Transports

Warhounds - (BTS Goal)
2 Warhounds

Thunderbolt Squadron
2 Thunderbolts

Tyranid Infestation - 3000 points - (BTS - 8 Synapse Creatures)

Nexus Swarm
1 Hive Tyrant
2 Tyranid Warriors
2 Dactylis
3 Biovores
1 Zoanthtrope
1 Malefactor

Assault Swarm 1
3 Tyranid Warriors
4 Carnifex
3 Zoanthropes
1 Malefactor

Assault Swarm 2
3 Tyranid Warriors
5 Gargoyles
5 Raveners
6 Termagants

Assault Swarm 3
3 Tyranid Warriors
6 Gargoyles
5 Raveners
6 Termagants

Lictor Swarm 1
3 Lictors

Lictor Swarm 2
3 Lictors

Genestealer Swarm
6 Genestealers

Aerial Spore Mine Swarm
4 Meotic Spore Sacks

5 Lesser Synapse Nodes

11 Mycetic Spores

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 5:12 am 
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Battlefield:

4x6
Marines chose corner deployment.

Deployment:

Terminators were kept in reserve and the Heavy Tactical Detachment was loaded into the Thunderhawk Transporters.

Both Lictor Swarms and all five Lesser Nodes were kept in reserve.

Marines had no garrisons.

Tyranids garrisoned the Nexus Swarm and Assault Swarm 1 on overwatch and garrisoned the Genestealers and the Aerial Spore Mines at the smaller fortified hill.

Remaining deployment as shown below:

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 9:27 am 
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Now this will be interesting! In my recent loss to marines my opponents vindicators proved their worth by hunting down exposed tryanid warriors (that igonore cover is a killer!).

Come on the bugs!!!

Lightbringer
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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 4:19 pm 
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Turn 1

The Terminator Detachment has a bumpy ride getting 2 Blast markers as they arrive near the Tyranid Blitz.

Lictor Swarm 1 shows up in the woods, getting both the Predators and Vindicator 2 in their zones of control.


Strategy Roll: TYRANIDS?!?! ?(WHAT THE HECK?! ?Tyranids going first?! ?It's unheard of!)

Almost completely overwhelmed by this turn of events, the Warriors of Assault Swarm 3 turn to engage the nearby Terminators in a firefight; the Marines respond by striding closer. ?The Terminators shred the Tyranids! ?

The fight goes for two rounds, allowing the Marines to bring their Power Fists to bear and, in the end, a single Terminator is slain, while only the 3 Tyranid Warriors survive to flee for cover. ?(My opponent's demeanour changing from "I'm toast..." to "YEAH!" was a remarkable transformation to behold. ?*laugh*)



A bit skittish, Lictor Swarm 1 engages the Predators, losing one of their swarm, but trashing 2 Annihilators and breaking the Marine tanks.


Loaded with the Heavy Tacticals, the Thunderhawk Transports perform a ground assault... against the three naked Warriors of Assault Swarm 3! ?It seems the Terminators depleted the local luck pool as the massive assault formation scores *three* hits... killing 2 of the Warriors, the sole survivor flees even further.


Assault Swarm 2 tries for some inhuman revenge, doubling close to the Heavy Tacticals, placing a Blast marker on them.

As a follow up, the Genestealers scramble back to engage the intermingled Thunderhawk Transporters and the Heavy Tacticals, with the support of Assault Swarm 2. ?The Marines lose... a Crusader... the Tyranids lose... all 6 Genestealers. ?*sigh*


The Warhounds then advance and unload everything on Assault Swarm 1, taking out 2 Carnifex, 1 Malefactor and 1 Zoanthrope.

The Nexus Swarm sustains fire on Vindicator 2 placing 4 Blast markers and taking out 1 Vindicator.

The Bike Detachment engages Lictor Swarm 1 in a firefight and wipes them out.

The Aerial Spore Mines double towards the centre of the battlefield.

Vindicator 2 advances down the road to fire on the Aerial Spore Mines to no effect.

Assault Swarm 1 doubles to place a Blast marker on the Warhounds.

Vindicator 1 doubles and fires anti-personnel rounds at Assault Swarm 1 and manages to kill 1 Tyranid Warrior.

The Thunderbolts stand down.

The Terminators advance to a better position and fire ineffectively on Assault Swarm 2...

End of Turn:

All Marine formations rally and the Thunderhawk Transporters decide to remain on the ground.

The Nexus Swarm uses a Mycetic Spore to spawn... 2 Raveners.

Assault Swarm 1 fails to spawn.

Assault Swarm 2 uses a Spore to spawn 4 Gargoyles.

The lone Warrior of Assault Swarm 3 fails to spawn.





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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 4:47 pm 
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Turn 2

Lictor Swarm 2 shows up on the Black Rock, with the Warhounds and Vindicator 1 in the zones of control.


Strategy Roll: Space Marines

The Terminators engage Assault Swarm 2 in a firefight with the support of the Thunderhawk Transports and the Heavy Tacticals.  The Tyranid counter-charge brings the Heavy Tacticals directly into the fray.  

The Marines lose a Tactical unit and the other Crusader, but the Tyranids wind up losing 6 Gargoyles, 1 Ravener, and 1 Termagant as the Marines narrowly win.


The Warhounds advance away from Lictor Swarm 2 and then proceed to blow two of them away!

The lone Lictor rushes out to engage Vindicator 1... It's a two round conflict and each side loses a single member, leaving the Marines with three and the Tyranids with... none.  *sigh*

Assault Swarm 1 then engages Vindicator 1, losing a Carnifex, but breaking the Marines who move off.


Vindicator Detachment 2 doubles to help their battle brothers, but the fire against Assault Swarm 1 is ineffective.

Sensing prey nearby, the Aerial Spore Mines engage Vindicator 2.  Two Spore Sacks are popped, but so are 2 Vindicators as the floating Tyranids win.


The Thunderbolts finally arrive, strafing Assault Swarm 3 and taking it out.

Assault Swarm 2 engages the intermingled Thunderhawk Transporters, Heavy Tacticals, and Terminators.

They only manages to kill a single unit of Terminators, losing all their Brood creatures in the process... the three Tyranid Warriors back off.


The Predators double to fire on Assault Swarm 1, but score no hits.

The Nexus Swarm sustains fire on the Bike Detachment, laying a bunch of Blast markers and trashing 1 Attack Bike.

The Bikes marshal, moving forward and clearing all their Blast markers.

The Heavy Tacticals also marshal, moving back to secure the Tyranid Blitz.

The Thunderhawk Transporters "advance" and pick up the nearby Terminators as they prep for take-off...

End of Turn:

The Thunderhawk Transporters take off with the Terminators, getting a single Blast marker from going off the Tyranid table edge.

All Marines except Vindicator 2 rally.

The Nexus Swarm uses a Spore to spawn 1 Malefactor and 4 Gargoyles.

Assault Swarm 1 uses a Spore to spawn 2 Raveners and 1 Gargoyle.

Assault Swarm 2 uses a Spore to spawn 3 Gargoyles and 4 Termagants.

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 4:48 pm 
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The Dark Reapers and the Windriders do manage to rally this time, but the last Ragnarok fails again.

EH???????

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 5:11 pm 
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Turn 3

Lesser Node 1 shows up in the forest near the Marine's Blitz... and dies on arrival.

Lesser Node 2 follows the same path, but avoids any danger.

Lesser Node 3 sprouts in the gun emplacement on the larger fortified hill, near Marine Objective 1.

Lesser Node 4 grows right around Marine Objective 2, emerging in the ruins unscathed.

Lesser Node 5 appears out in the open, near Tyranid Objective 1.


Strategy Roll: Space Marines

The Bike Detachment engages Lesser Node 2... and pops it like a pimple.


The Predators sustain fire on Assault Swarm 1 and kill 1 Carnifex.

The Nexus Swarm sustains fire on the Heavy Tacticals, killing the Chaplain's unit and breaking the formation.

Vindicator 1 doubles on Assault Swarm 1 and kills 1 Gargoyle and 1 Ravener.

Assault Swarm 1 responds by engaging Vindicator Detachment 1 and wiping it out in a firefight.

The Terminator-laden Thunderhawk Transporters... stand down!  (I think my opponent would have easily won in Turn 3 if this activation hadn't failed... *LAUGH*)

Assault Swarm 2 marches, spreading out to secure the Tyranid Blitz and Objective 2.

The Thunderbolts ground attack Lesser Node 5 to no effect.

The Aerial Spore Mines use a double to drift closer to the Thunderbolts.

The Warhounds advance on Assault Swarm 1 and manage to kill 1 Ravener and 1 Tyranid Warrior.

Feeling cocky, Lesser Node 5 engages the nearby broken Vindicator 2... and LOSES!  *POP*


Node 3 goes on overwatch.

Node 4 goes on overwatch...

End of Turn:

The Thunderbolts take a Blast marker from the Aerial Spores as they disengage.

The Heavy Tacticals fail to rally for the Marines.

The Nexus Swarm uses a Spore to spawn 2 Raveners and 3 Gargoyles.

Assault Swarm 1 fails to spawn.

Assault Swarm 2 uses a Spore to spawn 1 Ravener and 2 Gaunts.

Lesser Node 3 spawns 1 Zoanthrope and 2 Termagants with a Spore

Lesser Node 4 spawns 1 Carnifex and 3 Termagants.

Score: Marines 1 (BTS) vs Tyranids 0 (none)

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 5:13 pm 
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(Lightbringer @ Jun. 01 2007,16:48)
QUOTE
The Dark Reapers and the Windriders do manage to rally this time, but the last Ragnarok fails again.

EH???????

That's what I get for using a dirty template to write the report... *laugh*

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 5:23 pm 
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Turn 4

No teleports

Strategy Roll: Space Marines

The Warhounds sustain fire on Assault Swarm 1 killing 2 Zoanthropes, 1 Ravener, and 1 Tyranid Warrior.

The Nexus Swarm sustains fire on the Bike Detachment, placing a few Blast markers and taking out 1 Attack Bike.

The Predator Detachment advances on Node 3, which fires its overwatch at them, placing a Blast marker before they kill the Zoanthrope.

The last survivor of Assault Swarm 1, a very angry Carnifex, climbs the Black Rock to engage the Predators.  One Predator is taken out, but the support fire of the Warhounds obliterates the poor Carnifex in return.


The Thunderbolts... stand down... again.

The Aerial Spore Mines are ready to engage something... but merely wind up drifting mindlessly about. (That was my first failed activation of the game!  Unbelievable!)

The Thunderhawk Transporters with Terminators ground assault Lesser Node 3 in its fortification.  One Transporter suffers 1DC damage, but the area is cleansed of Tyranids.


Assault Swarm 2 goes on overwatch.

Vindicator 2 marshals and moves onto Tyranid Objective 1.

Node 4 stays on overwatch.

The Bike Squardon marshals, moving a bit and clearing all but 1 Blast marker...

End of Turn:

The Heavy Tacticals again fail to rally for the Marines.

The Nexus Swarm uses a Spore to spawn 3 Zoanthropes.

Assault Swarm spawns a Carnifex.

Lesser Node 4 fails to spawn.

Score: Marines 1 (BTS) vs Tyranids 0 (none)

Tiebreaker: Marines 1625 vs Tyranids 1238 - Narrow Marine Win!

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 7:48 pm 
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Chroma:  I have tons of questions about your plans on this one.  Let me apologize in advance for this post.  I know what it's like to be second-guessed on your tactics and I don't intend to be combative about it.  I'm just trying to understand your views on the strategy.

==

Army selection:  Why so many swarms?  I think the army would have worked better with 3 major swarms and the points to Assault Swarm 3 spread out over 1, 2, and Nexus (and maybe a couple more Genestealers).  Those swarms larger in roughly the same deployment (more on that below) would have cut the board in half from the start of the game.  Forcing the SMs on half the board highly restricts their advantage in maneuver.


Deployment:  Why put Assault 3 in the back?  Tyranids basically lose nothing by being intermingled (you'd have to hack down more than one entire swarm before there is any negative for the Nids).  If they had been placed by Assault 2, all the swarms would have been in close proximity for mutual support.  More importantly, a single aggressive move would have completely cut off half the board, forcing the marines to play in a 3x4 area where their mobility and teleport/air assault wouldn't have been nearly as useful.

Why put the shooty Nexus swarm out flapping in the breeze?  Swiching the Genestealer and Nexus position would have put all the swarms in line of fire from the Nexus.  No matter what the SMs went after you could have fired on the threatening units.

Why wasn't Assault 1 in cover (or did part of that count as cover?)?  No barrage templates means you could have piled into relatively small areas.  You're all infantry or walkers so you have little chance of failing terrain checks.


Turn 1:  The Assault 3 engage on the Termies...  Why was it necessary?  The placement was terrible and they got 2 BMs.  You could have just moved away.  The Terminators would have had to double move to chase, likely shoot a formation that was in cover, with only 3/4 of their fire.  6 shots needing a 7 to hit don't do much.  They would have spent the entire game chasing you around the board doing next to nothing.

If you're going to assault, why get so close?  The move on that swarm could easily have allowed 10-15cm range.  Most of the swarm was FF and Terminators are best in CC.  Without the MWCC, the max damage the SMs could have done was 5.  Even if the SMs maxed out and no Termies died, the resolution would have been close (-1 Nids).  A more probable result would have been something like +1 resolution for the Nids (~-3 for kills, +2 outnumber +2 BM).

Once you lost, why did you retreat the direction you did?  Moving the Warriors off by themselves is asking for them to be picked off.  Moving towards the body of the army would have been a better position.  Even if the Warriors didn't make it to within support range against an assault, the SMs would have had to come closer to the other swarms to attack them.  That would have allowed much stronger retaliation.

Once you did that, why did you pull back to go after the Heavy Tacs?  Like the Termies, they were no longer a threat.  They couldn't load up for air assault.  They weren't in the LRs.  If you had left them alone and moved away, they would have no LoS and probably couldn't get LoS without a double move.  No Engage or Advance and certainly no Sustain.  On a Double with most troops in cover, they would have done very little damage.

Why take Assault 1 after the Warhounds, especially if it meant being in the open?  You've already committed to taking on the SMs in the backfield.  He's split his forces and is ripe for destruction.  Why split up your forces when you could consolidate your position and crush a portion while the rest of the SMs have to chase to catch up?  Another swarm back there to assault or support the assault against the Tacs/Termies would have made a big difference.

If you're committed to doing pushing forward with that lone swarm, what is the point of firing on the Warhounds?  There's nothing to assault it with so the BM this turn is meaningless.  You're not going to get many hits.  The Warhound shields regenerate, and the BM will almost certainly be removed in rally.  Even an extremely lucky result would have netted maybe a downed shield next turn.  Firing at the Preds at least had a chance of getting lucky and killing 2 of them (1 from a lucky kill, and 1 hackdown for 2 BMs).  Plus you could have done it from cover.

Basically, I just don't get it.  It seems like there were at least 3 chances before the end of turn 1 for the Nids to isolate part of the SM army.  That could have set up a turn 2 bloodbath pitting a portion of the SM army against basically all the Nids that were left.

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 9:57 pm 
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(nealhunt @ Jun. 01 2007,19:48)
QUOTE
Chroma:  I have tons of questions about your plans on this one.  Let me apologize in advance for this post.  I know what it's like to be second-guessed on your tactics and I don't intend to be combative about it.  I'm just trying to understand your views on the strategy.


No need to apologize at all!  I wish there was more "asking about personal tactics" around here.  *laugh*  In playtest games, I've recently taken to asking "So, why'd you do that?"  I want to understand the thought processes that go into the decisions on the battlefield, so, ask away!

Army selection:  Why so many swarms?  I think the army would have worked better with 3 major swarms and the points to Assault Swarm 3 spread out over 1, 2, and Nexus (and maybe a couple more Genestealers).  Those swarms larger in roughly the same deployment (more on that below) would have cut the board in half from the start of the game.  Forcing the SMs on half the board highly restricts their advantage in maneuver.


I like having a lot of activations; comes from being an Eldar player, I suppose.  I hate sitting idly by while an opponent can take action after action, so that's part of it.  As well, with fewer swarms/formations, it's hard to grab all the areas of the battlefield you need, especially when only the Synapse/Independent creatures can do it.

I believe I will try taking "bulkier" swarms for the next couple of games to see how that works.

Deployment:  Why put Assault 3 in the back?  Tyranids basically lose nothing by being intermingled (you'd have to hack down more than one entire swarm before there is any negative for the Nids).  If they had been placed by Assault 2, all the swarms would have been in close proximity for mutual support.  More importantly, a single aggressive move would have completely cut off half the board, forcing the marines to play in a 3x4 area where their mobility and teleport/air assault wouldn't have been nearly as useful.

Assault 3 was deployed as a "Blitz guard"; I realize I could do the Lesser Node thing for that, but I've always found them so fragile I don't like relying on them.

The mutual support thing is a good plan for the future; I'll have to keep it in mind.  I've just gotten the "don't intermingle!" thing to heavily ingrained from other armies that it blinded me to the possibilities of potential "free moves"? my opponents are gonna be surprised!  *laugh*

Why put the shooty Nexus swarm out flapping in the breeze?  Swiching the Genestealer and Nexus position would have put all the swarms in line of fire from the Nexus.  No matter what the SMs went after you could have fired on the threatening units.

I think my reasoning for placing the Nexus Swarm there was as a "speed bump" to force the Marines to go the "long way" around, but placing them to cover all the other swarms would probably have been a good idea.

Why wasn't Assault 1 in cover (or did part of that count as cover?)?  No barrage templates means you could have piled into relatively small areas.  You're all infantry or walkers so you have little chance of failing terrain checks.

Some were in cover, at least the Warriors, not sure why I didn't clump them up.

Turn 1:  The Assault 3 engage on the Termies...  Why was it necessary?  The placement was terrible and they got 2 BMs.  You could have just moved away.  The Terminators would have had to double move to chase, likely shoot a formation that was in cover, with only 3/4 of their fire.  6 shots needing a 7 to hit don't do much.  They would have spent the entire game chasing you around the board doing next to nothing.

Terminators on my Blitz, gotta get them off!  *laugh*

The only reason the Terminators won was because of the tie.  In the first round they had counter-charged closer, but not based anything, and then killed two Raveners and lost a Terminator so it was +3 for the Tyranids.  With the tie, they were able to continue the counter-charge and get in base, and that's when the shredding began.

Once you lost, why did you retreat the direction you did?  Moving the Warriors off by themselves is asking for them to be picked off.  Moving towards the body of the army would have been a better position.  Even if the Warriors didn't make it to within support range against an assault, the SMs would have had to come closer to the other swarms to attack them.  That would have allowed much stronger retaliation.

Running the surviving Tyranids where I did got them to cover, if they had moved towards the main Tyranid strength they would've been out in the open.

Once you did that, why did you pull back to go after the Heavy Tacs?  Like the Termies, they were no longer a threat.  They couldn't load up for air assault.  They weren't in the LRs.  If you had left them alone and moved away, they would have no LoS and probably couldn't get LoS without a double move.  No Engage or Advance and certainly no Sustain.  On a Double with most troops in cover, they would have done very little damage.

Again I felt it was about protecting the Blitz and trying to take out the Transporters, I probably put too much emphasis on them, thinking of them as "regular" Thunderhawks.  I wanted to eliminate the Crusaders of the Heavy Tacticals, because I've found them to be a real pain in the butt; I was also hoping one Genestealer would survive to allow support fire on the Tacs, but they failed me again.  *laugh*  
I don't know whether to abandon using 'Stealers or just make big swarms of them? they just die so easy.

Why take Assault 1 after the Warhounds, especially if it meant being in the open?  You've already committed to taking on the SMs in the backfield.  He's split his forces and is ripe for destruction.  Why split up your forces when you could consolidate your position and crush a portion while the rest of the SMs have to chase to catch up?  Another swarm back there to assault or support the assault against the Tacs/Termies would have made a big difference.

A double probably still couldn't get Assault Swarm 1 in a good position; I suppose I could have marched some where.  I fired on the Warhound merely for the Blast marker and because there was nothing else in range, as well, I'd momentarily forgotten that the Zoanthropes were straight AP fire now, so I thought I had the firepower to strip a shield or two.

The broken Predators were far off in the Marine corner and couldn't be reached.

Basically, I just don't get it.  It seems like there were at least 3 chances before the end of turn 1 for the Nids to isolate part of the SM army.  That could have set up a turn 2 bloodbath pitting a portion of the SM army against basically all the Nids that were left.

One last thing, I hadn't fielded Nids in a while and not with some of the changes of 7.4.  I'll see if I can be much more nasty next game.

And a question for you Neal: How do the players in your group effectively use those three member Lictor swarms?  They seem to die really easy when surrounded by the enemy.

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 10:41 pm 
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Chroma:  Thanks for the response.  That all makes sense.  I'm obviously having trouble gauging some of the distances from the pics and I confused the preds and vindis in my question about the Assault 1 action.

I'm glad I didn't offend you.  I have almost as many questions about the SM play but 1) this is the Nid forum and 2) he's not here to answer the questions.

How do the players in your group effectively use those three member Lictor swarms?  They seem to die really easy when surrounded by the enemy.


Honestly, I'm not sure.  That's one of the criticisms I am not convinced about.

The Lictors are primarily for harassment.  They distract the enemy to let the big swarms close with less molestation.  I think it's rather like your attack on the Terminators.  They cause a big reaction but I think it should be possible to simply work around them, limiting their disruption.

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 Post subject: [BatRep] Armoured Variant vs Tyranids 7.4
PostPosted: Fri Jun 01, 2007 10:46 pm 
I find the hexagonal bases curiously pleasing.


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