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[Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/17

 Post subject: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/17
PostPosted: Thu Nov 18, 2010 10:42 pm 
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Matt and Chris had a game last night. I "helped out" from the side line. Matt took the bugs and Chris the guard. We had to call this one early due to time. We got three turns in and it was 1-0 Guard at the end of the third. Strategy for turn 4 probably would have determined the game I think (Carnifex were within charge range of the Guard BTS). Points were 1150 to the Guard and 535 to the 'nids in the third.

Tyranid
Code:
 450 - Tyranid Warriors
        Hive Tyrant, Hormagaunts, Termagants, Carnifex
 275 - Tyranid Warriors
        Hormagaunts, Termagants
 275 - Tyranid Warriors
        Hormagaunts, Termagants
 275 - Tyranid Warriors
        Hormagaunts, Termagants
 275 - Tyranid Warriors
        Hormagaunts, Termagants
 275 - Tyranid Warriors
        Hormagaunts, Termagants
 275 - Tyranid Warriors
        Hormagaunts, Termagants
 275 - Harridan
        4 Gargoyles
 200 - Genestealer Swarm
        8 Genestealers
 200 - Genestealer Swarm
        8 Genestealers
 200 - Lictor Swarm
        1 Lictor
2975/11

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Last edited by Dave on Fri Dec 10, 2010 8:41 pm, edited 2 times in total.

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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Thu Nov 18, 2010 10:42 pm 
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Start of Game

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Start of Game

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Swarm 7 marches.

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The Manticores sustain on the Genestealers and take 3 out.

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The Genestealers marshall.

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The Sentinels attempt to double, fail and move up.

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Swarm 2 marches up.

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The Rough Riders attempt to march, fail and move.

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Swarm 5 marches up.

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The Infantry advance on Swarm 2 and lay a BM.

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Swarm 4 marches up.

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The SC doubles up and takes out two Genestealers.

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Swarm 3 marches up.

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The Leman Russ advance and take out all of the Warriors in Swarm 3.

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The Genestealers marshall.

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The Thunderbolts lay a BM on Swarm 5.

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Swarm 6 marches up.

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The Storm Troopers lay a BM on Swarm 5 and take out a gaunt.

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The Shadowswords advance and miss but the Hydra takes out a Warrior.

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The Harridan doubles and lays a BM on the SC.

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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Thu Nov 18, 2010 10:43 pm 
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Turn 2

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Turn 2

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The Lictors teleport in and engage the Manticores.

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They prove to be delicious.

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Swarm 4 attempts to retain and engage but fails and moves to unintermingle.

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The SC engages and swings left, engaging Swarm 4.

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The Hydra goes down and the Tyranids are hacked down barring the Warriors.

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The Storm Troopers retain and engage Swarm 5.

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Two Valkyries go down but the 'nids break, only the Warriors survive.

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The Genestealers crash into the SC.

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Thre Chimera go down before the stealers are wiped out.

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The Guardsmen sustain on the synapsless Swarm 2 and break them.

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Swarm 1 engages the Sentinels.

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Three hits for the Sentinels, and a save sends the bugs back the way they came.

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The Rough Riders double up.

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Swarm 7 marches towards the blitz.

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The Harridan is straffed by the TBolts and takes a DC.

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Swarm 6 marches up.

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The Russes advance and lay a BM on Swarm 1.

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Swarm 1 swings right and lays a BM on the Storm Troopers.

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The Sentinels, riding high on their good fortune, double on the Harridan and lay a BM (4 1s to hit :P).

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The Genestealers engage the Sentinels.

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They make short work of them.

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The Shadowswords advance and take out the Lictors.

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The Harridan doubles and catches a Guardsman in a crossfire.

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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Thu Nov 18, 2010 10:43 pm 
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Turn 3

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Turn 3

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The SC engages Swarm 1 and breaks them.

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The Shadowswords advance back and take out the Harridan.

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Swarm 6 doubles and lays a BM, Swarm 7 engages it, takes out one with a crit but still looses by a few.

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The Thunderbolts straffe the stealers and the Rough Riders retain and engage.

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The Stealers are wiped out.

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Swarm 5 marches to the Blitz.

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The Storm Troopers try a clipping assault but it stalls and they break.

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Swarm 4 marches to deny Take and Hold.

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The Russes double and break them.

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Swarm 2 engages the Rough Riders, but they don't luck out in the result.

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End of Game

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End of Game

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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Thu Nov 18, 2010 10:46 pm 
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This is #12 for this version, I'm going to try and get v0.2 out next week. That'll have some more clarification for tunnelers, the Tournament Objective/Victory Condition changes for the last 6 or so tests (so we can continue to test them further), an ork-a-fied army list and mycetic swarms.

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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Fri Nov 19, 2010 3:31 pm 
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In case anyone is wondering, Chris was using my standard IG list:

Reg HQ + flak: 550
Tank coy. + flak: 700 (BTS)
Superheavy coy. (shadowswords) + flak: 550
Inf. coy.: 250
Storm Troopers + Valks. : 350
Sentinels: 100
Rough Riders: 150
Manticore battery: 250
T-bolts: 150
9 activations, 3000pts.

It felt really good to get my ass kicked with my own troops :-[ :P

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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Sun Nov 21, 2010 5:50 am 
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I have to say that with reading all these reports (good work Dave :)) it's pretty glaring that the 'nids rarely, if ever, fail an activation. I understand the reasoning behind dropping the "+1 or 2 (can't remember, makes them 1+int) to engage/ rally" special rule, but it does give them a very SM flavour. They'll always be able to march into the opponent's face and they'll pretty much always get to do what they want when they get there, which removes alot of uncertainty regarding tactics (it's always "march, engage"). I get the whole SR1 thing as well, but it just feels, I dunno, a bit off. Another comment along the same lines is that I've only read a few reports where you have an SC - given that these creatures are controlled by a central hive mind, shouldn't there be something like this on board, almost as a given?

Coming at it from another, fluffier, perspective - biological networks (which the nids are, essentially) are prone to noise, crosstalk and interference. They are rarely the telecoms network of reliable switches and relays that they're portrayed as, so having 'nids as a telecoms network analogue vs. a biological network analogue seems pretty odd.

what say ye? :D ;D


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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Sun Nov 21, 2010 5:58 am 
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captPiett wrote:
Reg HQ + flak: 550
Tank coy. + flak: 700 (BTS)
Superheavy coy. (shadowswords) + flak: 550
Inf. coy.: 250
Storm Troopers + Valks. : 350
Sentinels: 100
Rough Riders: 150
Manticore battery: 250
T-bolts: 150
9 activations, 3000pts.


is it just me or is that 3050 pts?


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 Post subject: Re: [Epic: Xenos] 3k Onachus v0.1.1 vs IG (NetEA) - 2010/11/
PostPosted: Sun Nov 21, 2010 3:12 pm 
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The intent of the 1+ initiative was to reflect that when the Hive Mind says "Jump" the brood creatures jump. From the fluff I've read they are described as many bodies moving as one, an extension of one driving force. It may seem like they never fail an activation but that's probably due to my "notes" then anything else. I only take pictures of what a formation did and try to remember what happened. More often then not I gloss over any SC re-rolls.

I don't see the problem with them being SM like. SM's are supposed to be the galaxy's greatest warriors, bio-engineered to be awesome soldiers and trained in that regard too. Nids are supposed to be the galaxies greatest predators, again bio-engineered to be deadly hunting organisms. The difference is in their training, and hence the difference in SR. "Consume this world no matter what" doesn't really have a whole lot of tactical depth to it.

On the network interference, it is there. That's why they get negative modifiers to spawning and rallying for being with 30cm of the enemy. I intended that to represent the creatures being more difficult to control when they're close to food/the enemy taking out the stray ones before they can be brought back under control ("spawned").

Interference is generally seen more by the enemy via the Shadow of the Warp, the Hive Mind is should be a very good communication system from all that I've read. It's when you start knocking out the communication nodes (synapse creatures) that you see the most disruption, aka initiative 3+, can't control/contest, etc, as per the fluff again.

And yes, that is 3050 points. Matt's got an extra Hydra in there that he usually remembers to take out. My guess is he left it in there so he could claim the moral victory over Chris.

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