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[BatRep] Second and third games with Tyranids...

 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 4:36 am 
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Okay, played two more games with Tyranids today, against Marines and Eldar.  What my Marine playing friend did to surprise me was reveal he was actually playing Black Legion *Chaos* Marines when he arrived, so that was cool and unexpected.  This was my experimenting with "more shooty" Tyranids, I hadn't gone all out shooty yet, but I did have six Zoanthropes and some Lyco-Exocrines.

The first game of the day may have been one of the most frustrating I've ever played.  Over the course of 4 turns there were at total of 13 assaults.  My Tyranids didn't win a *single* one, whether as attacker or defender.  What makes this so frustrating is that *10* of those 13 fights were decided by a difference of *1* in the resolution... it was unbelievable!  

I don't think I'll have time to write the reports yet, but I'll start by listing the armies and experimental rules we used.  Here we go!

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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 5:03 am 
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Rules Changes Used

Genestealers: 6-9 models at 25 points each
Termagants: 15 points, CC 6+ and FF5+
Hormagaunts and Raveners: 15cm move, Infiltrate
Lictors: 200 points for 3, only one MW attack, gain Commander ability
Dacto-Exocrines: Super Spore Mines 45cm 1BP, Indirect Fire, Disrupt
Lesser Synapse Node: gain Scout ability and "Ripper Swarms", CC6+ and FF6+
Greater Synapse Node: gain "Ripper Swarms", CC6+ and FF6+

Spawning: 1 pip per Common Brood, 2 pips per Uncommon Brood/DC
Tyranid BTS Goal - 50% or more Synapse Creatures destroyed.

Armies
Tyranid Horde - 2500 Points

Synapse
1 x Hive Tyrant
2 x Tyranid Warrior Formations
4 x Lesser Synapse Nodes

Independent Broods
2 x Lictor Broods
1 x Genestealer Brood of 6

Common Broods
12 Termagants
12 Hormagaunts
9 Raveners

Uncommon Broods
2 x ?Lyco-Exocrine
3 x Carnifex - Screamer Killers
3 x Haruspex
6 x Zoanthrope
2 x Mycetic Spores

Black Legion Chaos Marines - 2500 Points

Black Legion Retinue (BTS Goal) - Khorne
Chaos Warlord
4 Rhinos
Daemonic Pact
Icon Bearer
Champion of Chaos

Black Legion Retinue - Khorne
Chaos Lord
Champion of Chaos
4 Rhinos

Black Legion Retinue - Khorne
Chaos Lord
4 Rhinos

Black Legion Retinue - Khorne
Chaos Lord
4 Rhinos

Black Legion Bike Company - Khorne
Chaos Lord

Black Legion Armoured Company - Khorne
8 Predators

Daemon Pool
1 Greater
13 Lesser Daemons

A massive ridge cut North to South through the approximate middle of the table. ?The western slope was moderately forested while the eastern side was studded with Imperial ruins. ?A ruined Imperial building and a rocky outcrop marked the high point of the ridge in the middle of the table.

Black Legion player choose to play the western forested edge to deploy, placing his Blitzkrieg near the midpoint (Black Legion rationale was Tyranids would have to leave the ruins to get to his forces.). ?Objectives on Tyranid side were placed near the quarter-line of the table and widely spread apart. ?Objectives on Black Legion side were placed near the table midpoint and relatively centralized.





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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 5:30 am 
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Setup

Garrisons

Black Legion had no garrisons.

Tyranids kept both Lictor units and two Synapse Nodes off-board and 6 Hormagaunts in the Spawn Pool.

SNL 1 was garrisoned in some ruins near forward objective one on the south side of the table on the slope of the ridge, along with 3 Raveners, 3 Termagants, 3 Hormagaunts and 1 Zoanthrope. ?Tyranid Warriors 1 was placed off of this objective as well nearer the table centre with 5 Zoanthropes, 2 Lyco-Exocrines, 1 Haruspex, 3 Termagants and 3 Raveners.

SNL 2 was garrisoned near forward objective two on the north side in a ruined building along with the Hive Tyrant, 3 Carnifex, 2 Haruspex, 1 Zoanthrope and 3 Termagants, getting almost to the centre of the table and able to see over the ridge. The Genestealers were also garrisoned into ruins off of this objective, but further away from the enemy and out of sight.

Warrior Brood 2 was garrisoned in some ruins near forward objective two, but closer to the table edge and had 3 Raveners, 3 Hormagaunts, and 3 Termagants.

Deployment

Black Legion deployed in a near solid battle line directly up against the forward edge on the 15cm deployment zone. ?Running south to north were Warlord Retinue, Retinue 2, Bike Company, Armoured Company (almost straight across from the Hive Tyrant), Retinue 3 and then Retinue 4 on a small forested hillock.

Tyranids had nothing to deploy.





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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 6:07 am 
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Turn 1

Strategy Roll: Black Legion

Chaos Predators advanc, bringing their lascannons to bear on the Hive Tyrant/Synapse Node combined brood, and open fire, scoring 7 hits (4 x "6"s and 3 x "5"s), actually managing to destroy all three Carnifex, one Haruspex and the Lesser Synapse Node! ?(My oh my did Black Legion enjoy that one and the Hive Tyrant actually looked nervous!)

Warrior Brood 2 double up around the ridge to bring themselves close to the Hive Tyrant and put down a little fire against the Predators, laying a single blastmarker.

Retinue 2 double forward in their Rhinos and were able to snap some shots off back at Warrior Brood 2 splattering 2 Hormagaunts and a single Termagant.

The Genestealer brood marches forward to bring the Chaos Predators within their ZOC while still keeping a couple models within 5 cm of the Tyrant's brood (the Hive Mind was licking its mandibles over the thought of the massive combined assault that was being built for Turn 2!)

Unfortuntately, the Bike Company is able to move close enough to engage in a firefight with the hapless Genestealers, though their counter-charge is able to draw a single Predator into the fight. ?For the low low cost of that single Predator all the Genestealers are wiped out in a hail of handlebar mounted bolter fire? *sigh* ?The bikes move back a bit after their great victory.

Warrior Brood 1 double over the hill and took some shots at the bikes, but only managed to lay a blastmarker.

Retinue 3 double diagonally towards the middle and open up on Warrior Brood 1 killing a Termagant and a mighty Warrior as well. ?The Hive Mind was not pleased by the manoeuvres of the spiky meatbags.

Synapse Node 2 doubles its children forward, leaving a staggered string of units in coherency so that the Zoanthrope could crest the hill and lay a blastmarker on the infernal bikers.

The Khornate Warlord seemed enraged by this and his formation doubles forward firing wildly at Node 2's brood ending the life of a single Hormagaunts.

The Hive Tyrant was enraged as well, calling to its distant mother for comfort and support, it moved its few remaining followers back a bit and used 2 Mycetic Spores to bring forth 3 shiny new Carnifex, another Haruspex, and 2 Hormagaunts. ?(My opponent's jubilation over destroying all those RA enhanced monsters was somewhat damped by their reappearance "How many times can you do that?" was his incredulous response.)

The final activation of the turn saw Retinue 4 advance slightly through the woods to fire on Warrior Brood 2 killing a single Termagant.

In the rally phase the Predators removed 1 of their two BMs and the Bikes failed to remove their single BM, even after a failed re-roll, mainly because of the way that Zoanthrope was staring at them?





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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 7:23 am 
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Turn 2

Hive Tyrant and Warrior Brood 2 combine to form "Mega-Brood". ?Lictor Brood 1 shows up in the woods near Retinue 4. ?No Tyranids go to ground.

Strategy Roll - Black Legion

The Chaos Predators focus their bloodrage (after first being a little unfocused - re-roll) and sustain fire on the Mega-Brood killing a Warrior, a Ravener and a Hormagaunt (the 5cm consolidate from the previous engage had brought their heavy bolters into range).

Retinue 4 retains the initiative and engages the Lictors in the first of many of what we would begin calling the "6cm Firefight". ?The Lictors are wiped out without being able to do a thing about it. ?(Note - Are we 100% sure that "infiltrators" does not allow a "double speed move" for a counter-charge? ?1.12.4 Counter Charges - "All the normal charge move rules apply?" kind of implies it, but it's never spelled out anywhere, eg, is a counter-charge a *type* of charge? ?And it would've made a heck of a difference for my Genestealers and Lictors!)

Mega-Brood stomps forward to engage the commingled Retinue 3, Bikes, and Predators... unfortunately none of the new Screamer Killers can get into base contact, but it's still a big fight! ? As the smoke clears, 2 Bikes are shattered and two Predators are torn apart while a mere 5 Hormagaunts are dead. ?The enemy has blastmarkers, has taken hits and Tyranids roll "snake-eyes" and Chaos rolls *high*, the difference is 4 and, being the closest, 2 Carnifex crumble as do the 2 Haruspex! ?The 'Nids back away from the nasty spiky things!

Sensing the need for more troops, SNL1 spawns 2 Haruspex and 2 Raveners.

In his rage, the Khornate Warlord summons up 4 Bloodletters and orders Retinue 2 to join him in an assault against Warrior Brood 1. ?Three Hormagaunts are chopped down while 2 Bloodletters return to the Warp accompanied by the souls of 1 squad of Marines. ?Chaos winds up winning the resolution by one and a Ravener is hacked apart as the Bugs back off.

The Warriors of Brood 1 re-sync with the Hive Mind and boil over the hill and re-engage the Warlord's Retinue: a Bloodletter is dispatched and three Rhinos torn open as 3 Raveners and 2 Hormagaunts succumb to return fire. ?Again the dice are rolled and Chaos wins by one: a Zoanthrope pops and the Bugs back off again. ?So pointy and hard to swallow!

The Lord of the Bikes incites the Warriors of Retinue 3 to engage the Mega-Brood! ?Another massive battle ensues? only one Chaos Bike is destroyed while 2 Termagants lie dead. ?Combat results? ?Chaos by 1 and the last Carnifex is so disappointed by this it keels over dead.

The turn ends looking pretty good for the forces of Chaos as there's still a might Bloodthirster waiting in the wings? who cares if they couldn't remove any blastmarkers.





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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 7:57 am 
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Turn 3

Hive Tyrant and Warrior Brood 2 maintain a very battered "Mega-Brood". ?Lictor Brood 1 shows up in the middle of the board on the rocky outcropping near Warrior Brood 1 while Synapse 4 grows out of the ground near the Chaos Blitzkrieg. ?No Tyranids go to ground.

Strategy Roll - Black Legion

Seeing the unsightly pimple as an affront to their god, the Predators engage the Lesser Synapse Node and destroy it with ease.

Again the Lord of the Bikes calls upon Retinue 3 for aid against the Mega-Brood! ?This time three Bikes get trashed, including the Lord of the Bikes' bike, while only 2 Termagants are slain. ?The combat result: Chaos by 1. ?The Tyranids back off even further, but the Bikers have had enough excitement for one day and fallback to their own Blitzkrieg.

The Lictors of Brood 2, sensing prey nearby, release their pheromones toward the broodlings of Warrior Brood 1, calling them to the feast! ?The winds of Chaos seem to be blowing in the wrong direction and the Warriors don't get the message, so the Lictors move deeper into enemy territory to check out the Bloodletters.

The Warlord doesn't stand for this, calling forth 6 more Bloodletters, which just stand there, as he orders his followers to engage in a 6cm firefight with the Lictors which completely wipes them out.

Synapse Node 1, the last remaining Node, tries to urge its small brood forward, but fails. ?So it creates a bigger brood with a whopping "11" generating 2 Carnifex, 2 Haruspex, 2 Raveners.

Retinue 2 doubles it up and fires at the newly hatched creatures of Node 1 but doesn't disturb the cooing babies.

Warrior Brood 1 advances towards the enemy and the blazing power of the Zoanthropes' warp blasts obliterate 2 Rhinos from Retinue 3.

Retinue 4 doubles forward and fires on the Zoanthropes to no effect, though the manoeuvre has formed a new battle line of Chaos Marines across the battlefield.

Only the Tyrant leading the Mega-Brood needed to decide what to do? (It was at this time we realized Chaos had no forces on the Tyranid side of the table and that, with a March move, the Mega-brood had just enough units left to form a tenuous chain of bodies to get a synapse creature in range of the Tyranid Blitz and another Tyranid objective, while the remaining Node held the third one for "Defend the Flag" ?I felt that this would've been a cheap way to win, so I didn't do it, and my opponent appreciated it. ?Of course, if I'd been playing my Lost and Damned army, I would've jumped right on that! ?*laugh*) ?It focused its energies and directed its broodmates to sustain fire on Retinue 4, destroying a single Rhino.

In the end phase Tyranids had "The Shall Not Pass" while Chaos had no objectives. ?Rallying removed some blastmarkers, but not all of them? and the Bikes are still cowering!





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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 8:22 am 
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Turn 4

Hive Tyrant and Warrior Brood 2 maintain a very battered "Mega-Brood". ?No Tyranids go to ground.

Strategy Roll - Tyranids

Synapse 1 sends its greatly enhanced brood against the daemon-enhanced retinue of the Chaos Warlord, but the Bloodletters prove too resilient and the tattered remnants of the brood are pushed back to the Node (the Node wasn't within 15cm of any enemy units when the fight resolved so it stuck around, there were three Tyranid units left to "protect" it after the fight).

The Hive Tyrant of the Mega-Brood marshals its forces firing on Retinue 4 and then brings forth? a single Carnifex.

Retinues 2, 3, and 4 combine their forces to engage the commingled Mega-Brood and Warrior 1 brood in a massive 6cm firefight, with the highest kill scoring retinue given a blood oath that they'd be taken to Chuck E. Cheeze for dinner! ?Retinue 4 scores 5 hits and only 2 kills? *cough* Losers! *cough* Retinue 3 scores 6 hits and 4 kills? while Retinue 2 really shows 'em how to do it with 7 hits and 5 kills. ?The Tyranids try feebly to return fire, but, in the end, there's only the Tyrant and its newborn Carnifex left after all the smoke clears.

The Warlord leads his daemons and soldiers to engage the remaining Synapse Node and easily slaughter its defended "Ichor for the Blood God!" they scream as they do it.

Finally, the Chaos Predators advance and pour all their fire into the Tyrant and the Carnifex and accomplish nothing.

End of turn: ?Chaos 2 ("Break Their Spirit" and "They Shall Not Pass") vs Tyranids 0.

A fantastically fun game despite the frustration of losing each and every engage action; my opponent freely admitted that winning even a single one of those combats would have swayed the battle in the Tyranids favour as most of them were either combined assaults or vs commingled targets and would sent a lot of Chaos troops fleeing.

All the experimental rules seemed to work well (and I have no idea how people would use units of only *two* Lictors!), but I'll try and comment more on them later on.

I really should get to bed? *yawn*

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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 1:15 pm 
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With the lictors were you playing 1CC + 1CCMW or just 1CCMW (alla firedragons)?

Really enjoyed the battle report.  Loved the comments

"Carnifex is so disappointed by this it keels over dead"
classic

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 Post subject: [BatRep] Second and third games with Tyranids...
PostPosted: Fri Nov 04, 2005 1:27 pm 
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Quote (ragnarok @ 04 Nov. 2005 (12:15))
With the lictors were you playing 1CC + 1CCMW or just 1CCMW (alla firedragons)?

Really enjoyed the battle report. ?Loved the comments

"Carnifex is so disappointed by this it keels over dead"
classic

Thanks for the comments!

We used Lictors with 1 normal CC and then the +1CCMW attack, not that it mattered as they all got 6cm FFed to death!

As to the Carnifex, I only got a single one into close combat; losing all the assaults, they'd move back out of 15cm and the enemy would move back 1cm on the consolidate so it was impossible for the Carnies to catch anyone. ?I've now named one of my models "The Very Angry Carnifex" as he's the one who got into CC and wound up missing with *both* his MW attacks! ?*sigh*





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