Just played two more games. (Using some changes Maksim is indicating will go in the new list, along with some other ideas we have been talking about. Used all exp rules too (assault rules etc) as I assume these will be introduced, we used Zaks terrain shadow pop up rule rahter thna the 15cm ignore terrian pop-up rule).
Tyranid forces in both games were:
Synapse: 3 Tyrants (300) (plus RA, minus tyrant guard and rending claw attacks, and minus invulnerable save). 2 Warrior broods (300) 1 Greater Synapse Node (100) 3 Lesser Nodes (assuming Maksims 0-3 limit) (90).
Independent: I tried modified versions of these: 1 Lictor Brood, 150 points (tried these out used 3 in each brood, with one first strike 2+ attack each) 1 Biovore Brood (3 in each for 150 points, (using the AP5+ AT5+, indirect, disrupt, 45cm range) 1 Dactocrine/Dactylis Brood (3 for 250, (1BP each not two)).
Common: (minimum points) 20 Termagants (5+FF and 15 points). 14 Hormis (used 15cm move - want to be able to garrison along with rest of little bugs). 10 Gargoyles.
Uncommon: 8 Carnifex 6 Zoanthropes
Marines had in Game 1:
2 Devastator formations, each with 2 dreads. Landraider Formation 2 Assault formations 2 whirlwind Formations 1 Tactical Formation with dread. 1 Terminator Formation
Marines had in Game 2: 3 Devastator formations, two with 2 dreads, 1 with 1. 1 Landraider Formation 2 whirlwind Formations 5 Landspeeders 1 Terminator Formation 1 Thunderhawk
GAME 1 was a complete annihilation of the marines.
The bugs garrisoned with most units, marched on turn 1 and assaulted on turns 2 and 3. The marine shooting did not kill enough bugs to soften their impact, and marine garrisons which could have pulled back were instead over-run by carnifexes. The infantry bug swarms lost over half their number to whirlwinds but it was not enough to stop them. The carnifex and tyrant swarms received lots of AT fire but shrugged most of it off.
3 Lesser nodes spawned right in the middle of the marine position on turn 2 and spawned bugs... plus the Lictors arrived, all near the whirlwinds and landraiders. Thus the marines were overwhelmed with targets. All the bugs hit on turns 2 and 3 together.
At the end of turn 4 all marines were dead or routing except the terminators. The termis had teleported in and destroyed the greater synapse node and bug artillery park (who were not using it for synpase but rather just wanting some bug spawning capability nearby).
GAME 2 was completely the opposite.
First I tried to swing wide through cover with the infantry swarms to stop the whirlwinds doing as much damage. I also diverted a good number of bugs from the main attack to destroy the Landspeeders, as I didn't want to get crossfired.
Thus my tyranid forces ended up divided and the marines were able to concentrate most of their firepower on the tyrants and 5 carnifexes that were in position to assault the first garrison on turn 2. AT fire had much more success this game and killed a tyrant and 4 Carnifexes before they could hit the enemy. The tyrant and carnifex remaining assaulted and were killed (though they broke the enemy devastator formation which had been softened with dactylis fire).
I teleported the nodes and Lictors into the enemy position on turn 2, but this was covered by two devastator units which made short work of them.
My remaining forces closed ready to attack on turn 3, but they took a third round of fire and were too depleted to do enough damage.
The terminators once again killed the greater synapse node and dactocrines and grabbed two bug objectives... so the game was all over turn 3.
CONCLUSIONS: Two completely opposite results... however, the bugs seemed to work well.
I think the cap on lesser synapse nodes may be warranted... as 30 point activations are very cheap - either that or increase their points to 50, and maybe give them RA.
Giving the Greater Synapse node 'Rippers' (6+ CC/FF) as Maksim suggested would be a nice idea... Sucks not being able to fight back at all...maybe evn give it to the little ones if they are 50 points and RA.
I'm not sure about having biovores and dactocrines as independent creatures though it makes some sense. I think 40-50 points for a biovore, and 75 for a dactocrine (with their reduced stats) is appropriate. Even with their reduced stats they are sill real killers with disrupt ability.... I hate to think of how devastating they would be in units of more than 3 if they are brood creatures...
We also played that uncommon brood units (thropes and carnis in this game) took two points to spawn, and once again I strongly recommend this as a change. Spawning these guys for 1 point is just a no brainer and unbalancing at present IMHO.
A last sidenote... The marine player was keen to get a bug army so something must be right about them!
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