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Salamanders vs Tyranids http://www.tacticalwargames.net/taccmd/viewtopic.php?f=84&t=13194 |
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Author: | The_Real_Chris [ Wed Jul 30, 2008 1:11 am ] |
Post subject: | Salamanders vs Tyranids |
Well we had lost the rules so the Tyranids had a few mistakes in their stat lines... But the Salamanders were fine ![]() 3-1 to the Salamanders Salamander Army Had the latest considered changes 300 Tacticals 075 Tactical Upgrade 075 Hunter 100 Prometheus 250 Devestators 100 Devestators Upgrade 075 Hunter 075 Land Raider 250 Devestators 100 Devestators Upgrade 050 Salamanders Dreadnaught 250 Thunderhawk 325 Terminators 050 Chaplain 150 Assault Marines 050 Chaplain 100 2 Flame Predators 200 Landspeeders 275 Warhound 150 Thunderbolts Nidzilla 275 Hierophant 275 Hierophant 275 Hierophant 150 3 Lictors 150 Assault Group 150 Assault Group 100 Attack Group Big flying thing Big flying thing 100 Trygon Cluster 125 Hierodule Cluster 125 Hierodule Cluster |
Author: | Ginger [ Wed Jul 30, 2008 12:46 pm ] |
Post subject: | Salamanders vs Tyranids |
An intruiging and enjoyable game with TRC last night, marred only slightly by the lack of stats on either side (I forgot to bring mine, Chris was experimenting on his). Here is the 'Nid list I was using. Independants:- 3x Hierophants 1x Lictors Synapse 2x Vituperaptors 2x Assault Swarms 2x Hive Tyrant Broods 2x Hierodule 1x Trygon 2x Gargoyles (8) 1x Ravener (4) 2x Hormagaunts (8) 3x Termagaunts (12) TRC decided to play corner-corner to see how that affected the 'Nids, and set up his Blitz in the corner, while I set up the 'Nids Blitz mid table. We both placed the take-and-hold objectives as near to the corners as possible. I set up the 'Nids with the Hierophants in front of the swarms all by the Blitz, garrisoning one assault swarm in some woods between the T&H objectives (which I have since researched and found to be illegal before anyone complains). The opposing strategies essentially consisted of the 'Nids using one of the Big bugs to make a 'bee-line' to the enemy T&H objectives supported by the other two, followed by the swarms that were intended to occupy the table centre and then cover the 'Nid objectives. Meanwhile the Marines used their superior speed to attack the flanks (swarms) of the 'Nids while avoiding the big bugs as much as possible. There was a lot of terrain on the table, and The Marines were able to set up a series of FF clipping assaults using the terrain to limit the number of 'Nid FF attacks (as you need LOS and that is limited to 10 cms in terrain). As I had forgotten that the Synapse are Fearless, and TRC concentrated (correctly) on the swarms, he managed to kill two assault swarms and a Vituperaptor swarm in three turns. Result Marines 3 (Blitz, T&H and BTS) to Nids 1 (T&H) Hindsight (a beautifull thing):-
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Author: | The_Real_Chris [ Wed Jul 30, 2008 4:57 pm ] |
Post subject: | Salamanders vs Tyranids |
I dunno Gavin, with the higher speeds, and I think on reflection higher ranged firepower and especially fearless I wouldn't have a hope. Fearless high save warengine skimming synapse are nigh impossible for a marine army to take down, at least I can't see any way to do it, whilst trying to avoid speed 25 big WE I don't see as possible, at least speed 20 made you double a lot. In a rematch I wouldn't have a hope. All those fearless Synapse I simply didn't have the attacks left to deal with, every single attack I did worked brillantly and yet with fearless all I would have done is stripped the creatures, you would have had plenty to contest with and force a longer game, if that was indeed necessary with speed 25 critters (since my shooting range is 45 you would have been in range to firefight every time, then get a free 50cm double towards blitz then auto rally). The side effect of all the synapse being so tough and fearless is that unless you have a lot of firepower you can't shoot them dead after getting rid of the screens and to do both requires inordinate amounts. You can't assault a lot of the synapse unless you are pretty damn good at assaults and even then all the MW floating around means its probably a one way mission for those troops. Plus of course them breaking means you need highly mobile people to catch them. And of course get a lot more AA cover which can garrison cheaply and even the thunderhawk aspect can be shut down. Considering I made just one mistake in that game and every tough activation was passed, I used cover to its limit and everything else, to hear then that actually all the synapse would still be alive and a 1/3 of the army would have moved quicker is a bit much. Is it designed to face a Shadowsword army at long range with no cover as the likely opponent? Considering all the balance problems the other WE armies have I'm surprised this option is in here. Saying that with the fearless synapse I wonder how an infantry horde would do. |
Author: | The_Real_Chris [ Wed Jul 30, 2008 6:33 pm ] |
Post subject: | Salamanders vs Tyranids |
To capitalise on fearless, auto rallying and WE the following data is key Synapse Node DC4 RA4+ TRA 0 cm Can garrison whole swarm 125 points Needs 16 hits to kill 7.81 points per shot needed to kill Dominatrix, SC DC8 RA4+ Inv 20cm speed 450 points Needs 38.4 hits to kill 11.72 points per shot needed to kill Vituperator DC6 RA4+ 25cm Skimmer Planetfall (how to use planetfall?) 300 points Needs 24 hits to kill 12.5 points per shot needed to kill Harridan DC4 RA5+ 35cm speed Skimmer 200 points Needs 9 hits to kill 22.2 points per shot needed to kill Hive Tyrant 4+ RA 15cm Can garrison 100 points Needs 4 hits to kill 25 points per shot needed to kill Tyranid Warrior 4+ 15cm Can garrison 50 points Needs 2 hits to kill 25 points per shot needed to kill Hive Tyrant 5+ RA 25cm 100 points Needs 2.25 hits to kill 44.4 points per shot needed to kill Hierophant DC6 RA4+ Inv 25cm Speed 275 points Needs 28.8 hits to kill 9.55 points per shot needed to kill Hydraphant DC8 RA4+ Inv 20cm Speed 375 points Needs 38.4 hits to kill 9.77 points per shot needed to kill Based on all that I would cheerfully try the following against anyone 275 Hierophant 275 Hierophant 275 Hierophant 150 Lictors 450 Dominatrix 125 Synapse Node, arty formation, garrissoned off blitz in corner to corner game 125 Synapse Node, probably also an arty formation, garrissoned off blitz in corner to corner game 300 Vituperator 1025 of stuff 7 super hard formations, 1 chaff for a possible objective grab. You can never have enough fearless auto rallying WE in my AMTL opinion. Asa point of comparison Warlords are roughly 22 points per hit, Reavers 23 and Warhounds 31. |
Author: | scarik [ Wed Jul 30, 2008 7:55 pm ] |
Post subject: | Salamanders vs Tyranids |
Wow, how would anyone deal with all that Fearless RA other than a veritable wall of Shadowswords? |
Author: | nealhunt [ Wed Jul 30, 2008 10:49 pm ] |
Post subject: | Salamanders vs Tyranids |
Out of curiosity for getting a sense of the lists, aren't the Salamanders especially well-suited for facing off against Nids? Decent anti-infantry firepower that turns into fairly intense FF at close range would seem to be a good countermeasure against many bug tactics. And on the flip side, doesn't the bugs' need to close to short range negate the Salamanders' weakness of more limited maneuverability and range? No criticism intended. I'm just wondering how those factor into your consideration of the game results. |
Author: | The_Real_Chris [ Tue Aug 26, 2008 5:00 am ] |
Post subject: | Salamanders vs Tyranids |
Quote: (nealhunt @ 30 Jul. 2008, 22:49 ) Out of curiosity for getting a sense of the lists, aren't the Salamanders especially well-suited for facing off against Nids?  Decent anti-infantry firepower that turns into fairly intense FF at close range would seem to be a good countermeasure against many bug tactics.  And on the flip side, doesn't the bugs' need to close to short range negate the Salamanders' weakness of more limited maneuverability and range? No criticism intended.  I'm just wondering how those factor into your consideration of the game results. Don't know how I missed the reply, I blame the new posts button! The biggest problem was the WE. The formations couldn't do enough damage in a straight up firefight to beat them (though note the nid WE stats here were horrendus). Against the swarms it was a FF clipping assault field day, but of course anything left in range shredded a formation in return. With next to no incoming fire the rhinos never died and this gave the army excellent mobility, often with marines staying in transports for devestating 50cm range firefights. When the nid attack developed the army was able to completely bypass the main thrust, with key formations remaining dangerous until late game (when the WE finally caught up and gobbled up a fair chunk of them). The nid list negated a lot of the potential strengths though. The sallies couldn't mass to much to form a devastating firebase due to the WE threat, though of course I had mobility instead. The firepower was if anything slightly less than a regular marine army, with 15cm weapons on the preds, extra marines and termies. Generally if I was in range to shoot I was in range to assault, though this is against an aggressive army. Against a different force though doubling and shooting might happen a bit more - though here you have to balance -1 to the missile launchers against the benefit for the multi melta to fire. The more I use it the more I hate the multi melta! Getting in range means getting in CC range of the enemy. The lowered FF/MW combo works I think now the upgrade cost is lowered. Still its largely an extra bodies boost, with the MW attacks not really benefiting the formation much (who wants to see the numbers for 4+ vs MW5+ ? ![]() Activations and cost was a big headache. On reflection I wouldn't have bothered with the extra preds for the assault marines and gone for Chaplains for two formations instead. Oh and the teleport, recover, assault, tactic worked perfectly! Ultimately I see the main enemy tactic being kill the rhinos, kill the supporting formations, avoid the infantry formations until you want to fight them. Conversely the main Sally tactic seems to be using the support formations and cover to tie up enough of the enemy to allow the big formations to get to attack range, with a definite bias therefore for terminators and warhounds and maybe a brace of speeders. One thing the army does is take casualties! The loss of some of the marine flexibility for bigger formations seems to result in far higher casualties, even for me and I can be an atrocious marine commander! |
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