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Ghazgkull V Tyranids 10.2

 Post subject: Ghazgkull V Tyranids 10.2
PostPosted: Fri Nov 08, 2013 6:16 am 
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Joined: Sun Sep 29, 2013 10:36 am
Posts: 95
Hey guys, I've put together a quick battle report testing the latest Tyranid list. 3000 points, standard tournament scenario.

I played the victims...sorry Orks and Mic Fair played the Tyranids

Ork List
Incompertus, 3000 POINTS
Ghazgkhull Thraka's War Horde (NetEA Tournament Pack 2013)
==================================================

WARBAND [250]
2 Nobz, 6 Boyz, 2 Grotz, 2 Big Gun

BLITZ BRIGADE [200]
3 Gunwagon, Flakwagon, Oddboy

BLITZ BRIGADE [200]
3 Gunwagon, Flakwagon, Oddboy

BLITZ BRIGADE [200]
3 Gunwagon, Flakwagon, Oddboy

KULT OF SPEED [200]
4 Warbike, 4 Skorcha

KULT OF SPEED [200]
8 Warbike

MEKBOY STOMPAMOB [300]
4 Stompa

MEKBOY GUNZMOB [125]
5 Big Gunz

STORMBOYZ WARHORDE [150]
6 Stormboyz

FIGHTA SKWADRON [150]
3 Fighta Bomba

GARGANT [650]
Warlord

LANDA [200]

MEKBOY GUNZMOB [175]
5 Big Gunz, Oddboy

Image

Tyranid 10.2 List
Hive Fleet Onachus 10.2- game testing.

Dominatrix - 370
1 termagant

Medium Tyranid Swarm - 400
4 Tyranid Warriors, 8 Termagants, 4 hormagaunts, 1 Zoanthrope

Medium Tyranid Swarm - 375
4 Tyranid Warriors, 8 Termagants, 4 hormagaunts

Medium Tyranid Swarm - 375
4 Tyranid Warriors, 8 Termagants, 4 hormagaunts

Little Tyranid Swarm - 465 (BTS)
2 Tyranid Warriors, 6 Termagants,
4 Exocines, 1 Zoanthrope.

Genestealers Swarm -150
6 Genestealers

Little Biovore Swarm - 150
5 Biovores

Trygon Swarm - 225
3 Trygons

Exocrine Swarm - 275
5 Exocrines

Little Harridan Swarm- 200
1 Harridan, 2 Gargoyles

Total - 2985

Turn 1

Image
Orks win Initiative; Nids get first activation
- Brood 2, triple move up centre of table

- Stompa Mob, double move and shoot at Brood 2 1 Termagant 1 blast marker

- Bivore, triple move up centre to hide behind mesa in centre

- Boys, double move shoot at Brood 2 1 blast marker

- Brood 3, triple move into ruins at centre of table

- Fighta Bombas Air Assault Harridan, 2 wounds 3 blast markers

- Stealers, triple move to centre

- Biker Mob 1, Double move up left flank

- Brood 1, triple move up left flank

- Blitz mob 1, double move, shoot at Brood 1, 1 blast marker

- Exocrine, triple move forward

- Blitz Mob 3, double move, shoot at Exocrine, kill 1 2 blast marker

- Harridan fails activation, regroups and clears all blast markers

- Big Guns 1, sustain fire at Brood 2, blast marker

- Dominatrix double moves, shoots Blitz Mob 3, kills Flakk 2 blast markers

- Blitz mob 2, double moves, shoots exocrines, 1 blast marker

- Dactylis, sustain fire at Big Guns 2, 2 kills, mob broken

- Gargant, double moves, fires on Brood 2, kills Zoanthrope 2 blast markers

- Storm Boys assault in fire fight Brood 2 with gargant support firing, storm boys lose 1 and lose combat and are wiped out

- Landa air assaults Brood 1 with Bike mob 2, Orks up in assault by 3, but fluff combat roll and lose by 1. 1 Biker and landa destroyed

- Dominatrix shoots down Fighta bomba

- RALLY

- BIKE 2 rally

- Gargant clears blast markers

- Big Guns 2 fail to rally for rest of game

- Exocrine clear all bar 1 blast marker

- Broods 1 & 2 clear all BM

- Majority of spawning on brood 3, brood 4 and Dominatrix (all spawn units returned)

Image
Turn 2
- Big Gun 1 Assault Brood 2 and win by 1 breaking Brood 2

- Retain Gargant assaults Brood 1, Gargant up by 1, loses combat and breaks

- Exocrine advance and shoot at Blitz Mob 2, 1 blast marker

- Retain, Dominatrix advances and destroys Blitz Mob 3

- Blitz Mob 2 double moves and shoot at Dominatrix, 2 wounds 3 blast marker

- Brood 1 Assaults Stompas, down by 2 and break killing all but 3 warriors

- Fighta bommas kill harridan and gargoyles inside.

- Biovores Sustain at Boys, killing 4 and putting on 5 blast markers

- Stompas double move up table toward enemy half

- Brood 3 Doubles, shoots at boys, 1 blast marker

- Boys sustain and shoot at Brood 3, 1 blast marker

- Stealers triple toward cover and ork right flank

- Biker 2, double, shoots at stealers, 1 blast marker

- Dactylis sustain, kill 3 Bike 2, unit broken for game

- Blitz 1 Assaults stelers, wins by 4, 1 stealer breaks

- Bike 1, advances and shoots at Exocrines , 1 blast marker

- RALLY

- Orks Blitz 3 lose BM

- Gargant fails to rally

- Boys fail to clear

- Nids Exocrines lose 1 BM

- Dominatrix loses 3 BM

- Brood 1 & 2 Rally and swarm

- Swarming unts go to Brood 3, 2 and Dominatrix (all swarm units returned)

Image
Turn 3
- Trygons emerge in front of ork mob

- Orks Win initiative

- Blitz 3 sustains at Dominatrix, 1 BM

- Bikes 1 sustain at Dominatirx, 1 BM

- Brood 2 assault Blitz 1 and wipe out

- Trygons assault ork mob and lose by 2, ork broken

- Stompas Assault Brood 1, lose by 2..broken

Ork concede
Tyranids had all objective points except BTS, orks 0


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 Post subject: Re: Ghazgkull V Tyranids 10.2
PostPosted: Fri Nov 08, 2013 6:43 am 
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Joined: Sun Sep 29, 2013 10:36 am
Posts: 95
My thoughts from the Ork perspective...

My opponent and I have played games with and against the Tyranids a few time over the past year. We both agree that everything the Tyranid lists and units do suit the fluff superbly and have no objections to the general direction of the list.

The howevers:
My first eye popping moment came with the price differential between the Dactylis Brood versus the Swarm brood with Dactylis added. The Dac Brood comes in at 100points per model - 45cm Indirect, Disrupt on a 4+ reinforced armour model. Straight up this seems expensive, not too far wrong, but certainly a big chunk of points. Where it becomes we see a huge price difference; 60 points per model, essentially this means 200points for the brood + 240 for the dactylis. 40 points more to have a swarm shield and stopping assaults. I'd say a cap on how many can be added to the brood needs to be looked at or points increase for the brood upgrade Dactylis and I think a decrease on the cost of the Dacytlis brood or at least the additional upgrade Dactylis.

I liked the new spawning rules, they weren't overpowering in this game, although my first 2 turns of killing models all came back in the recovery phase...perhaps a harsher limit than current on broken units (no swarming for broken units?).
Or perhaps the swarm test takes place prior to rallying the unit as the synapse rule and the nids quick pace means they'll always rally and most likely always get their full synapse rating in swarms returned.
Annoyingly, the Synapse rule letting the swarm ignore the -2 for rally test when broken is just just horrible and made my slower paced orks unable to wipe out the Swarm broods.

I think the rule makes the swarm broods to forgiving, as they can't be stopped unless you wipe them out, making a horde sized (or even the second tier swarms impossible for me to stop).

I'll add more to this later, some positive points as well.

- Kendall


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 Post subject: Re: Ghazgkull V Tyranids 10.2
PostPosted: Tue Jan 21, 2014 10:11 pm 
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Joined: Sat Feb 17, 2007 11:25 pm
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Location: Worcester, MA
JumpingJehovah wrote:
My first eye popping moment came with the price differential between the Dactylis Brood versus the Swarm brood with Dactylis added.


Agreed there. Most believe it is an issue. Rather than a limit I'm looking at upping Dact prices to 75. Thoughts?

Quote:
I liked the new spawning rules, they weren't overpowering in this game, although my first 2 turns of killing models all came back in the recovery phase...perhaps a harsher limit than current on broken units (no swarming for broken units?).


I have another player asking for more swarming. :P The Gargant loosing the assault didn't help, and that was only compounded by failing to rally. Reading the report, there were few Ork assaults. Those seem to be where the bugs loose their numbers and fail to bring everything back with swarming.

Quote:
Annoyingly, the Synapse rule letting the swarm ignore the -2 for rally test when broken is just just horrible and made my slower paced orks unable to wipe out the Swarm broods. I think the rule makes the swarm broods to forgiving, as they can't be stopped unless you wipe them out, making a horde sized (or even the second tier swarms impossible for me to stop).


And I have another player asking for this rule to apply to independents... ;D From our games broken swarms usually spend the rest of the game in a defensive role. Usually a Warrior or two gets away after a broken assault and they need at least two turns to be combat effective again. When you say the Orks had a hard time wiping them out, do you mean from shooting?

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 Post subject: Re: Ghazgkull V Tyranids 10.2
PostPosted: Wed Jan 22, 2014 6:02 am 
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Joined: Tue Sep 06, 2011 7:29 pm
Posts: 181
Lovely orks!


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