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[BatRep] Seventh Game with Nids: vs Marines

 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Thu Nov 10, 2005 5:47 pm 
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Lining up another couple of Tyranid games for tomorrow; second is Marines, and the Marine player has assured me that these are Codex Marines not Chaos ones. ?So the classic confrontation of Marines vs 'Nids... not sure if he's bringing Titans.

Please feel free to comment on any of our test rules!

Rules Changes Used

Genestealers: Brood 6-9, 25 points each
Termagants: 15 points, CC 6+ and FF5+
Hormagaunts; 15cm move
Raveners: 35 points, 15cm move, Infiltrate
Gargoyles: CC6+, FF 5+, Bio-Plasma Attack (+1CC), Skimmer
Carnifex: Bio-Plasma Attack (+1CC)
Lictors: 150 points for 3, only one MW attack, gain Commander ability, cannot claim objectives, only contest, lose reinforced armour gain invulnerable save
Dacto-Exocrines: Super Spore Mines 45cm 1BP, Indirect Fire, Disrupt
Lesser Synapse Node: 50 points, gain Scout and "Ripper Swarm", CC6+ and FF6+
Greater Synapse Node: gain CC6+ and FF6+

Spawning: 1 pip per Common Brood, 2 pips per Uncommon Brood/DC
Tyranid BTS Goal: 50% or more Synapse Creatures destroyed.
Bio-Titan Regeneration: Roll 1d6 for each DC lost, on a 6 gain back 1DC up to starting maximum.

Vindicators: 30cm move





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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Thu Nov 10, 2005 8:10 pm 
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How about trying the ravener for 25 points and armour 5?

Gargoyles (so they are 5+ CC - agreed if this is the case) - the jump pack versus skimmer idea has been discussed previously, and it was thought that Jervis's decision to classify them as jump packs was ok. Tyranid with wings are classified as 'jump infantry' in 40k. I think it is to represent them making short hopping flights for the most part, and not having the same aerodynamic properties of a jetbike or landspeeder.

Carnifex - I'd leave off the bioplasma.

Lictor - well as I've said before I'd prefer the V3 Lictors. I kind of like the idea of them not being able to claim objectives OR contest them.

Yes to the Lesser Synapse node idea - I was heading in that direction as well.

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Fri Nov 11, 2005 1:22 am 
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Quote (Markconz @ 10 Nov. 2005 (19:10))
How about trying the ravener for 25 points and armour 5?

Gargoyles (so they are 5+ CC - agreed if this is the case) - the jump pack versus skimmer idea has been discussed previously, and it was thought that Jervis's decision to classify them as jump packs was ok. Tyranid with wings are classified as 'jump infantry' in 40k. I think it is to represent them making short hopping flights for the most part, and not having the same aerodynamic properties of a jetbike or landspeeder.

Carnifex - I'd leave off the bioplasma.

Lictor - well as I've said before I'd prefer the V3 Lictors. I kind of like the idea of them not being able to claim objectives OR contest them.

Yes to the Lesser Synapse node idea - I was heading in that direction as well.

Hmmm... only 5 points more than a Gargoyle seems too cheap for Raveners, to me at least, even with armour 5+.  I like the 5+ armour and had forgotten that that's how we'd been playing them actually, I'll have to edit the special rules up about.

As to the Gargoyles, they'd have *two* CC6+ attacks with the bio-plasma which is, statistically I believe, very close to one CC5+ attack.  Gargoyles should have the same basic CC and FF values as Termagants, as they have the same stats and same base weapons, the only difference is the bio-plasma that I think should be reflected in the weapon.  I can see the point about "short hopping flights", I just didn't think Gargoyles ever touched the ground, hence skimmer: they could flutter over someone on the ground's head dropping fleshborer rounds on them.

Since it's not a "standard" biomorph like it is for Gargoyles, and since they don't really need another attack, I can agree with dropping bio-plasma from Carnies.  And if we decide not to have bio-plasma give an extra attack it should probably be dropped from the Carny anyway as it's not doing anything but adding a line to the stats.

What were the stats for V3 Lictors?  I only started playing with v4+?  I like them not being able to take objectives as it removes the gimmick (not tactic!) of the 3rd Turn objective grab.  I think they should *contest* the objective because, as long as there are Lictors lurking about, the area is not secure.  I like the units of 3, as that reflects the organization in the 40k Codex.  I could take or leave the MW attacks, as long as they have some form of extra attack.  That reminds me of another change we were going to make to the Lictors, I'll add it above!

As to the Synapse Node changes?  Well, they gone over very well in my play group.  And they lesser ones were way too cheap at 30 points.  At 50, I'm now considering Greater Nodes as well.

Thanks for the response and I hope to post the battle reports as soon as I can tomorrow!

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sat Nov 12, 2005 7:18 am 
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Armies

Again my Marine friend surprised me, bringing his very mobile White Scar successor Chapter, the Nomads, to the field!

Tyranid Army List - 2500 points

Synapse
2 x Hive Tyrant
2 x Tyranid Warrior Units
2 x Lesser Synapse Nodes

Independent Broods
1 x Lictor
1 x Genestealer Brood (6 Genestealers)
1 x Hierophant

Common Broods
12 Termagants
11 Hormagaunts
5 Gargoyles
6 Raveners

Uncommon Broods
2 x Dacto-Exocrine
3 x Carnifex - Screamer Killers
3 x Zoanthrope
3 x Mycetic Spores
1 x Heirodule

White Scars - 2500 Points

Command Element Vachir
Tactical Detachment (BTS Goal)
Supreme Commander
2 x Vindicators
3 x Razorbacks (2 x HB, 1 x LC)
1 x Hunter

Strike Element Negan
Bike Detachment
Captain

Strike Element Qoyor
Bike Detachment
Chaplain

Strike Element Gurban
Bike Detachment
Captain

Strike Element Dorben
Bike Detachment
Chaplain

The Battlefield






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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sat Nov 12, 2005 3:59 pm 
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Setup

Objectives

Marines chose the southern ridgeline as their edge and placed Blitzkrieg about 45 cm in from the western edge. Tyranid Blitzkrieg was placed behind ?the ruined covered hillock in the NE corner of the board about 30 cm from the eastern edge. The Marine objectives were placed about 45cm in from the deployment edge and widely separated, each about 20 cm in from the eastern and western edges, both within woods. The Tyranid side objectives were placed centrally in each open clearing on either side of the ruined temple? but *just* within 15cm of some protective ruins!

Garrisons

Tyranids kept both Lictor units and 1 Synapse Node off-board and 5 Gargoyles in the Spawn Pool.

Marines ?placed no garrisons.

SNL 1 was garrisoned in the central ruin building along with Hive Tyrant 2, 3 Carnifex, and 2 Dacto-Exocrine.

Genestealers were garrisoned in ruins east of the Synapse Node brood.

Warrior Brood 1 was placed in ruins near the western hillock with a brood of 3 Raveners, 1 Zoanthrope, 5 Hormagaunts, and 5 Termagants

Warrior Brood 2 was garrisoned out in the ruins on eastern hillock along with 3 Raveners, 1 Zoanthrope, 2 Hormagaunts, and 3 Termagants.

Deployment

Marines deployed their heavy Command Element centrally with the Strike Elements in pairs on either side, with a Captain and Chaplain in each pair, Negan and Qoyor to the east and Gurban and Dorben to the west.

The Heirophant was placed centrally at the forward edge of the Tyranid deployment zone, obscured by ruins.

Hive Tyrant 1, along with 1 Heirodule, 1 Zoanthrope, 4 Hormagaunts, and 4 Termagants, was deployed slightly east of the Heirophant, the infantry sticking close to the mighty Tyrant and Heirodule.

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sat Nov 12, 2005 4:26 pm 
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Turn 1

No teleports

Strategy Roll: Marines

Commander Vachir orders his heavily armoured Tactical Detachment to double time forward bringing their guns to bear on Hive Tyrant 2's brood. ?As the Marines seek cover in the nearby ruins, the shells and missiles of the Vindicators and Hunter blow apart 2 Carnifex and a Dacto-exocrine. ?For the Emperor!

Tyrant 2 fires on the Tactical Detachment to no effect, but calls down a Mycetic Spore and spawns? 1 Carnifex and 1 Gargoyle? ?

In range of prey for the first time in the entire invasion, the Genestealers eagerly zip through the ruins to engage the Tactical Detachment. ?It becomes obvious that just sharpening your claws and chittering to your friends about how tough you are is nothing compared to actual combat experience, as all 6 Genestealers are wiped out by the Marines' bolters for the loss of only 1 Tactical Marine and 1 Vindicator. ?(Can someone please convince me that spending points on Genestealers isn't a waste?)

Brother-Captain Negan doubles his bikes forward just to the east of the Tacticals, shelterd behind the ruins of the fallen temple.

Despite the resolute stance of the Tacticals, Warrior Brood 2 rushes forward to engage them; this time the fight is much worse for the Marines as only 3 Hormagaunts are killed, but 3 Tacticals, a Rhino, and the last Vindicator are left behind as the Marines fall back.

Strike Element Gurban doubles forward to flank Warrior Brood 2, getting as close as they can? some might say too close?

Yelling a battle cry, Brother-Chaplain Durben leads his men forward to engage Warrior Brood 2. ?In the swirling melee, Gurban's bikes also get caught in the carnage and, in the end, 5 Bike units are destroyed (3 from Gurban, 2 from Durben), while the loss of 4 Termagants, 1 Hormagaunt, and a Ravager doesn't seem to faze the Tyranids in the slightest. ?The remaining bikers move back to safer positions.

The Heirophant skitters forward with a horrible speed and grace, striding right through ruins and open ground with equal ease, and blasting Strike Element Negan with its bio-plasmic breath, though none of the bikes are harmed by it.

Strike Element Qoyor advances forward near the Heirophant and getting his unit close to the other element of his Strike pair.

The Chaplain's face sets with grim determination as Warrior Brood 1 doubles towards them, vile venom reducing 2 Bike units to steaming wreckage.

Hive Tyrant 1 marches forward with its massive Heirdule at its side, bringing its brood right up beside the Hierophant? and prey within easy reach.

Despite the high cost they have already paid, all the Marine units except the very battered Strike Element Gurban rally? and there is much work left to do.

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sat Nov 12, 2005 4:57 pm 
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Turn 2

No teleports

Strategy Roll: Marines

Brother-Captain Negan calls on the aid of Brother Chaplain Qoyor as both bike units roll forward to engage Warrior Brood 1.  Despite the support of the Heirophant, which, fortunately for the Marines, blocks the support of Tyrant Brood 1, the Marines are victorious, cutting down the entire brood except for a lone trio of Tyranid Warriors standing close together.

Hesitating because of the withdrawl of half of his Strike pair, Brother Chaplain-Durban steels his soul and races his bikes towards Warrior Brood 2, guns ablazing!  The cost is high, as 3 Bike units are torn apart, but the brood is nearly annihilated, again a single stand of fearless Warriors remain.  The strange Tyranid creatures withdraw to the shelter of some ruins.

Enraged at the damage done to its Warrior Broods, Hive Tyrant 1 calls in the Heirophant to engage the commingled pair of Strike Elements Negan and Qoyor.  The fearsome bio-titan barely gets its claws on the Marine bikes as Hormagaunts and the lone Warrior of Brood 1 get into hand-to-hand with the Emporer's Finest.  Brother-Chaplain Qoyor kills the last Warrior with mighty swings of his Crozius!  The Heirophant suffers a single wound and 3 Hormagaunts and 3 Termagants go down.  It is not enough to stem the horrific tide of alien flesh and both Strike Elements are completely wiped out.  Still hungry, the Tyrands shuffle forward.

Not liking being all alone, Warrior Brood 2 calls down a Mycetic Spore and spawns 4 Raveners, 1 Carnifex, and 1 Zoanthrope.

Seeing the danger of leaving even one of the creatures alive, Commander Vachir advances on Warrior Brood 2, but the ruins protect the foul creatures from his Tactical Detachment's fire.

Hive Tyrant 2 sustains fire on the broken bikes of Strike Element Gurban, the lone Dacto-Exocrine in range.  The spore mines wreak terrible carnage, killing 2 Bike units, including the Captain!  A sad day for the Marines?

No longer part of the Hive Tyrant's brood, Synapse Node 1 tries to create some new friends? and gets 2 Gargoyles?

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sat Nov 12, 2005 5:12 pm 
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Turn 3

Synapse Node 2 pokes up near the Marine Blitzkrieg and the Lictor Brood shows up in the woods between the Command Element and Strike Element Durban.

Strategy Roll: Marines

Commander Vachir moves to engage Node 2 in a firefight, and for the loss of 1 Razorback, the Node is eliminated.

Realizing that the creatures in the woods are trying to sneak up on his commander, Brother-Chaplain Qoyor races his remaining bikes up to engage the Lictors. ?One of the creatures goes down, but their flailing tentacles and alien demeanour unnerve the remaining Bikers who fallback.

Undaunted by the sneak attack against them, the Lictors leap forward to engage the remaining units of the Tactical Detachment. ?The fighting is quickly over and only one Hunter remains, leaving a plume of dust as it flees. ?The Lictors preen their long claws, picking out tasty bits of their foes.

Its multi-faceted eyes caught by the rapid movement of the Hunter, the Heirodule doubles up to bath it in bio-plasma, but the tank's armour withstands the attack.

Shrieking in triumph, Tyrant 1 moves forward to claim an objective.

While, more cautiously, Warrior Brood 2 moves forward to claim another one.

Synapse Node 1 happily produces more offspring and Hive Tyrant 2 savours the taste? of victory!

End of Turn: Marines 1 (BTS) v.s. Tyranids 2 (Take and Hold, They Shall Not Pass)

Hmmm? poor Marines? and even poorer White Scars! ?400 points for 8 bikes just seems high and keeping all those blast markers when rallying from Broken is a real detriment. ?Vindicators moving at 30cm instead of 20cm actually makes them useful!

Bio-titans rock!

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sat Nov 12, 2005 5:39 pm 
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Quote (Hena @ 12 Nov. 2005 (16:32))
I would suggest to fight orks with bio-titans. Those zzap guns tend slice and dice the things quickly. Same goes with guards who pack shadow swords. Marines have problems with titans in general though so against them the bio-titan indeed rocks.

Well, just wait for the Titan Legion report!  *laugh*  Not sure I'll get it done this morning, the girlfriend wants to go shopping... *laugh*

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sat Nov 12, 2005 7:07 pm 
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I'm glad bio titans rock, I'm planning on having two in a standard 2K7 army.  Pictures of my first one should be going up this evening.

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sun Nov 13, 2005 1:10 pm 
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Hi, I am new here but have a large 'Nid Army based on Epic40K. Just converting it over Armageddan now that my Eldar are finished.

Question regarding Mycetic Clouds. The rules say these can be used any time you spawn. Can they be used more than once?


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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sun Nov 13, 2005 1:49 pm 
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Quote (Gun_Hit @ 13 Nov. 2005 (12:10))
Hi, I am new here but have a large 'Nid Army based on Epic40K. Just converting it over Armageddan now that my Eldar are finished.

Question regarding Mycetic Clouds. The rules say these can be used any time you spawn. Can they be used more than once?

First off.  WELCOME TO THE RECLIMATION POOL. :D .

In referance to mycetic spore clouds.  There is a thread a few pages down omn this.  Basically the belief is that each spore is a one use only weapon.

However they are uncommon brood creatures so can be spawned back.  This infinite loop should be correctly in the next version of the list.

Now can we see pictures of your army?

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 Post subject: [BatRep] Seventh Game with Nids: vs Marines
PostPosted: Sun Nov 13, 2005 3:10 pm 
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Quote (ragnarok @ 13 Nov. 2005 (12:49))
In referance to mycetic spore clouds. ?There is a thread a few pages down omn this. ?Basically the belief is that each spore is a one use only weapon.

I'm starting to think the Spores should be coming out of the Synapse allowance, seems to be the only place that really makes sense.

How many Mycetic Spores do most people take in 2500-3000 point games?

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