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[BatRep] Nids 5.6.1 vs Ulthwe

 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 2:22 am 
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Just finished a 3k battle using Chromas latest 5.6.1 list against the 2.3 Ulthwe list.

My bugs composition was a bit strange (I just wanted to try masses of a few troop types):

4 tyranid warrior broods
3 tyrants

4 Lictor broods
1 GS brood (8)

30 Hormis
30 Termis

2 Carni
4 Dactocrines

Ulthwe had:

1 Black guardian with Warwalkers, Vypers, Seer Council.
2 Guardians, one with Wraithguard, one with support platforms platforms.

2 jetbikes

2 Nightspinner
1 Scorpion (3)

1 Phoenix bombers.



I garrisoned just about everthing and threw the entire army into his face. His initial firefights killed about 20-30 gaunts for little loss. I fought a 3 round combat with genestealers versus the wraithguard guardian host. Lost 6 genestealers and killed a farseer and guardian stand!!! He just wouldn't fail his saves ?:down: (Was in a wood but that is still only 5+ for the guardians)

Next turn i teleported the lictors behind him. He summoned the Avatar in counter. Here we made a stuff up and I killed a nightspinner unit with Lictors (they shouldn't have been affected because of skimmer - for some reason we rememberd this against the jetbikes but not against the tanks). ?Anyway the lictors did bugger all with all the bikes and the Avatar around. The one remaining brood managed to kill a broken guardian host in the next turn before getting gunned down.

Throughout the game I used 2x '1 tyrant and 2 dactocrines' as little arty formations. They actually did ok, putting down crucial blastmarkers and breaking some formations.

The phoenix bombers consistently pounded things and made spawning difficult, plus taking out warriors with their AT pulse gun.

Basically the game turned into a messy war of attrition for turns 2-5. He kept killing heaps of bugs but they kept popping back. He also advanced too much and got bit of a bloody nose from it.

In the end the eldar had the scorpions, a nightspinner unit, and a guardian host left.

I had 1 warrior stand, 3 tyrants, 2 carnis, 1 genestaler, 4 dactocrines, and about 2 dozen gaunt stands left. Basically a draw. 1 objective to eldar (BTS), 0 to nids.


Thoughts:

Warriors as LV could have been more vulnerable (considering they had absolutely no ravener or AV meat shield to hide behind)... but I didn't really notice it as the phoenix bombers were about only AT around (but they were pulse). ?Mind you the warirors did tend to be at the back of a formation, and greater than 10cm back into cover (so not legal targets to most shooting had there been more AT).

The other thing i noticed was that Lictors sure suck against eldar - the things you want them to pick on (like arty and tanks) you can't hurt. Plus they get overwhelmed by numbers versus the guardian hosts. ?On the other hand gaunts are really good - great seeing 750 points of scorpion grav tanks having to shoot guants because there are no other targets :)

Anyway I apporve of most of the changes since 5.40b.

Still wary of giving Lictors commmander. I wasted the Lictors this game but I can see some very nasty tactics available if I utilised the commander ability to the full - still don't think they should really have it - I see myself throwing them into the middle of my lines to lead an assault, rather than ambushing behind enemy lines like they should be.





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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 3:50 am 
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Sounds like a good fight!

Skimmers really are the achille's heel of Tyranids... fighting Tau was the worst!

I just got back from a game vs Ultramarines, not sure I'll be able to do it up as a full battle report; it was at the GW bunker in Oakville and I wasn't able to do my normal playtest logging.  Took some pictures though!  *laugh*

Was my first fight against "vanilla" Marines... man, those Whirlwinds pack a punch vs 'Nids!

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 5:22 am 
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As well, what did your opponent think of fighting your army?

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 5:51 am 
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Quote (Chroma @ 17 Nov. 2005 (03:22))
As well, what did your opponent think of fighting your army?

Good point - I'll have to ask more directly... at first he seemed to be doing well, but then his losses started mounting up while my stuff was still spawning away merrily. About turn 3 he commented that he wasn't really sure what to do against bugs because they kept coming back!

Also his big heavy hitters like scorpions were a bit wasted against hordes of gaunts.   He ended up charging the sHT's on top of an objective behind the bug lines, and winning the subesequent firefight with them. I didn't have enough bugs nearby to really hurt them.

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 6:02 am 
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Quote (Markconz @ 17 Nov. 2005 (04:51))
Good point - I'll have to ask more directly... at first he seemed to be doing well, but then his losses started mounting up while my stuff was still spawning away merrily. About turn 3 he commented that he wasn't really sure what to do against bugs because they kept coming back!

Yeah, the game I played tonight was the first time my opponent had faced 'Nids.  He said he felt quite demoralized the first time I spawned a bunch of troops back... but his crossfiring away an entire Canifex/Hive Tyrant brood got his spirits back up.

It is a very different army to play against and it catches a lot of people off guard; once more play of the army happens, I think people will be more comfortable coming up against them.

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 6:24 am 
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BTW Chroma is there any change we can see the pictures from your battle, plus maybe a quick overview and force lists?




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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 8:02 am 
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Quote (Hena @ 17 Nov. 2005 (05:12))
I'm curious. Most of my opponents haven't yet learned that the best way to deal with these is to coordinate fire to one target. To kill a swarm is to destroy the synapse. Otherwise its just slowing down. Also Snipers (if there is enough of them) are deadly to synapse as well. Also I wonder what would happen against IG with lots of tanks, as not that many of broods have MW. Also they should employ ratlings.

Sometimes I think that I would like to change sides for a game. Eg opponent uses my Nids and I use their whatever. That would tell me can I defeat the Nids myself.

About lictors. Perhaps add to commander ability that they can command only other lictors? But the problem of the lictor is that it's supposed to be lone hunter. And lone hunters in epic is completely impossible to use. They get trampled down by masses. And actually thats one the main bits of epic for me. No super heroes killing everything in sight :D .

Re: Snipers - the problem is these don't usually come in sufficient numbers and have a dangerously short range. But you are right you need to concentrate against a swarm and wipe it out! My opponent also has a nid army so maybe I'll be on the other side next time.

Re: Lictors, I don't think any 'commander' ability would make it past Jervis for several reasons:

1: The major one - like you say Lictors are lone stalkers and simply do not command other tyranids!  
2: Pheremone trails lead bug armies towards enemy armies - not the same thing as tactical C&C in a battle situation.
3: Lictors already have one of the longest lists of special abilities in the game without adding another... :D  As Jervis says 'less is more'.

Without commander I think they still work fine. Infiltrate first strike and teleport means they can still pick off isolated targets of opportunity, but cannot take on battlegroups, which is as it should be IMO.

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 10:56 am 
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The only army that has large amounts of sniper fire in it (as far as i know) is the =][= deathwatch list, with each 4 stand kill team having a heavy bolter and sniper in its special rules (so sniper FFing as well).

True it is a fan list, though it has had more development no the new SG board than all the offical lists put together!

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 1:31 pm 
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Quote (Markconz @ 17 Nov. 2005 (05:24))
BTW Chroma is there any change we can see the pictures from your battle, plus maybe a quick overview and force lists?

I'll try to post something today, but my Internet has been acting flaky... and I am supposed to be working today, I'll see what I can do!

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 1:35 pm 
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Quote (Hena @ 17 Nov. 2005 (06:12))
I'm curious. Most of my opponents haven't yet learned that the best way to deal with these is to coordinate fire to one target. To kill a swarm is to destroy the synapse. Otherwise its just slowing down. Also Snipers (if there is enough of them) are deadly to synapse as well. Also I wonder what would happen against IG with lots of tanks, as not that many of broods have MW. Also they should employ ratlings.

I agree that there's a learning curve to fighting 'Nids.  The "the never break" seems to throw a lot of people, as they're used to breaking a formation and then ignoring it, which you certainly can't do against the Bugs!

And you can't let even a single Synapse creature survive!  In my game against the Titan Legions, my opponent really learned that the hard way!  One Warrior spawned back a massive brood that support fired in two engagements and brutalized a Warlord Titan!

I think my Tau opponent was the first to figure out the concentrate and eliminate approach to dealing with Tyranids, and, with Tau being so shooty, it was frighteningly effective!

I may have to try that "switch armies" approach as well Hena; I'll see what gaming I can get in on the weekend.

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Thu Nov 17, 2005 1:38 pm 
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Quote (Markconz @ 17 Nov. 2005 (07:02))
Without commander I think they still work fine. Infiltrate first strike and teleport means they can still pick off isolated targets of opportunity, but cannot take on battlegroups, which is as it should be IMO.

Ah sigh...  I so like the commander on Lictors... even if I've never really gotten it to do anything!

Have you guys actually been able to exploit it at all yet?  Most people twig to the potential of the line of Lictors joining two unit and 6cm FF it or just fore on it, breaking the chain.

And yeah, Lictors have a ridiculously long Notes section... I suppose the very fact that the Tyranids are on the battlefield speaks for the Lictors having already done their job strategically and there's not a major need for them to do it tactically as well.

Please try to abuse it for a bit more and after those results, I'll probably eliminate it in the next draft.

Thanks!

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 Post subject: [BatRep] Nids 5.6.1 vs Ulthwe
PostPosted: Fri Nov 18, 2005 12:51 am 
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Quote (Chroma @ 17 Nov. 2005 (11:38))
Quote (Markconz @ 17 Nov. 2005 (07:02))
Without commander I think they still work fine. Infiltrate first strike and teleport means they can still pick off isolated targets of opportunity, but cannot take on battlegroups, which is as it should be IMO.

Ah sigh... ?I so like the commander on Lictors... even if I've never really gotten it to do anything!

Have you guys actually been able to exploit it at all yet? ?Most people twig to the potential of the line of Lictors joining two unit and 6cm FF it or just fore on it, breaking the chain.

And yeah, Lictors have a ridiculously long Notes section... I suppose the very fact that the Tyranids are on the battlefield speaks for the Lictors having already done their job strategically and there's not a major need for them to do it tactically as well.

Please try to abuse it for a bit more and after those results, I'll probably eliminate it in the next draft.

Thanks!

Fair enough  :D

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