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[2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1

 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 7:06 am 
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2 Games yesterday.

-Nids used most recent list plus biotitan crits...
http://www.tacticalwargames.net/cgi-bin....2;st=45
Critical Hit Effect. The bio-titan is critically wounded. Roll a D6, on a 1 it thrashes about wildly in blind rage and any unit within 5cm is hit on a 5+ with the hit counting as a MW attack. On a 2-4 it gushes ichor from a deep wound and loses another DC. On a 5-6 it suffers major haemorrhaging and loses D3+1  DC.

and...
- Biovores 30cm indirect
- Gargoyles AA6+, 25 points, brood 2.

and Meiotic Spores:
LV, 5cm, 5+ (due to size?), 4+, 6+
15cm AA6+
Small Arms Ignore Cover
Notes:  Always has LoS to everything on the board and vice versa
Independent Brood, 6 for 125.


and Zoanthropes:
30cm AP4, FF 5+ MW


-Guard used Marauders at 250.

Air rules (Neal should a final version of these be stickied somewhere?):
http://www.specialist-games.com/forum....hpage=4
Originally posted by ANSWER_MOD_nealhunt
1) Remain on CAP indefinitely.
2) +1 to CAP/Intercept attacks.
3) BM for "coming under fire" from CAP/Intercept.
4) May not capture/contest on the same turn as it lands (GT-specific rule).
5) May not fire AA on the same turn as it lands.
6) Targetting mod to prevent sniping (possibly just sidebar).
7) Ground flak may only fire during End Phase if it Sustained Fire or is on OW.

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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 7:16 am 
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Forces

Nids:
Nexus, 4 Zoanthropes, Carni, Gargoyle
Nexus, 5 Carnis, Gargoyle
Warriors, 8 Biovores, Gargoyle
Warriors, lots of gaunts
Harridan, 6 gargoyles
Tyrant, lots of gaunts
Meitoic Spores
Lesser Node
Hydraphant
6 Genestealers

Guard:
Infantry, fire support, ogryns
Infantry, fire support
Infantry
Leman Russ
Bombards
Shadowsword
Shadowsword
Shadowsword
Marauders
Marauders

Infantry, Russ and 2 SS had commmissars (used 1 per 500 points rule).


Setup:

Guard garrisoned two infantry companies on overwatch, nids both nexus swarms.

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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 7:27 am 
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Turn 1:

Nids rush up into the face of the guard, taking heavy casualties as they advance. The biovores (who in this game had gaunts added to their formation) fail to activate and just advance). The Lesser Node teleports near nid blitz (can it actually hold this?) The genestealers activate last and rush through a gap in the guard lines to threaten the bombards.  

End of turn the hydraphant regenerates the 2 DC it lost to a shadowsword, and a few more bugs are spawned.


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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 7:47 am 
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Turn 2:

Guard win SR. The Leman Russ move back out of charge range of the Nexus Carni swarm and open fire on them. 2 Carnis and a warrior go down. Then Marauders attack the genestealers killing two of them.

The genestealers engage and wipe out the bombards. The hydraphant assaults the infantry company in the buildings ahead of it, killing 4 guard. The guard do one damage (with ogryn), which is a critical, which does another 4 points of damage and 2 more criticals! The hydraphant dies... The infantry company opens fire on the nearby warrior swarm killing some more gaunts, and a shadowsword guns down 2 genestealers.

The biovores bombard the hydraphant slaying infantry company, killing one and placing some more blast markers. The warrior swarm nearby then engages the guard, losing most of their number and the combat, but breaking the guard in the process. The guard retreat back into their buildings a little.

The bugs try to redeploy to the right to avoid the two dug in infantry companies on the left, and suffer many casualites. Things look grim for the bugs.




Turn 3:
SR is a tie, so it goes to the bugs who attack the nearest shadowsword with the harridan swarm. The bugs lose without doing any damage and retreat.  The guard begin to shoot up the remaining swarms badly. With only a few tattered swarms remaining, and only one broken guard formation (still above half strength) plus the bombards gone, I concede.

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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 8:37 am 
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Game 2, Setup:

Battlefield scenery was changed around a little, and I swapped both the bug take and holds to the left of the field to stop the guard garrisoning the big bunch of buildings in their right-centre.

I also took the gaunts out of the biovore brood so they could garrison, along with the two Nexus swarms and meiotic spores.  Setup is below.


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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 9:13 am 
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Game 2, Turn 1:

Guard win the SR. The infantry company doubles to take the buildings in the guard right centre, and fires at the carnifexes with no effect.  The biovores sustain fire on the infantry company killing one unit and placing 4 blast markers.

The Leman Russ advance and kill all the meiotic spores.

The rearmost tyranid swarms begin their advance, and then the forward swarms, as the guard shoot up the lead elements as best they can.  The carnifex fail their test but still advance to charge range of the infantry company, as do a marching warrior swarm and the Hydraphant. Marauders kill many gaunts.

Off screen to the top right the harridan swarm marches to a position behind some buildings ready to pounce on the shadowsword.


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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 9:35 am 
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Game 2, Turn 2:

Guard win SR. The Leman Russ advance between the two built up areas to support both their infantry companies (but intermingling in process) and open fire killing a couple of biovores, 6 gaunts and a warrior.

The marauders then bomb the mass of carnifex gaunts and hydraphant killing yet more gaunts.  

The tyranids activate, a tyrant ordering an assault by the carnis, gaunts, and hydraphant into the infantry company ahead of them (which failed to shed any BM last rally phase), and the Leman Russ who are intermingled. 3 Carnis, 4 Hormis, the Hydraphant and a tyrant close combat the guard infantry, with many more tyranid units in support. In a bloody combat the tyranids rip apart the guard company who break and retreat losing all but 2 units. The broken Leman Russ also fall back, though without loss.

The tyranids then retain with an assault by the Harridan swarm which pounces on the nearby Shadowsword and destroys it.

The guard infantry company in the other buildings open fire on the gaunts in front of them killing another 5, and try to bring in marauders but fail.

The tyranids fire on the next infantry company with the biovores, placing a single blast marker.

The guard open fire on the hydraphant with a shadowsword doing a single point of damage.

The genestealers continue to waltz about on the left behind a forest just to keep the overwatched guard company there occupied.

The guard fire the other shadowsword at the hydraphant but miss.

The tyranids advance the zoanthrope swarm against the infantry company in the buildings nearby, killing two units and getting into support range. The few warrior led gaunts nearby assault and break the infantry company despite being almost wiped out themselves (they were down to 6 units) thanks to the support of the zoanthrope swarm.

All guard units fail to rally (Leman Russ and two infantry companies).


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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 9:45 am 
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Game 2, Turn 3:

Tyranids win SR. The Hydraphant doubles to the guard blitz and kills a bombard (breaking formation which retreats) and another guard stand from a broken infantry company.  

With the guard fighting back as best they can the tyranids surge forward. The two shadowswords drop the hydraphant to a single DC.

The guard company on overwatch is forced to march to the tyranid half of the table to stop the tyranids winning due to Defend the Flag and They Shall Not Pass.  The Zoanthrope swarm engages them and breaks them (very much against the odds given the numbers involved but another instance of bad luck for the guard in this game). The tyranids win 2-0.


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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 10:18 am 
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Conclusions, Impressions etc:

Good luck for guard in first game, and bad luck in second (combined with a better co-ordinated bug assault). But that aside...

-Critical effects... well that cascading effect was pretty nasty. Maybe the 5-6 result should only be 1-3 DC loss (or only on a 6)?  My original intention was to make a more diverse and interesting range of results available rather than just 1DC or dead. That's what these crits do... but maybe overpowered with the 5-6 result at the moment...? More games...

-Biovores didn't seem overpowered with 30cm indirect (even with no reduction in their to hit numbers), and were actually like biovores. If they fail their initiative test they are less effective than the current version.

-Zoanthropes - fine, very helpful at blasting guardsmen in cover with their MW FF support in the second game too...

-Meiotic Spores - completely useless! :(  Might be ok defending a dactylis park near the bug baseline in this form but that's it :D Bugs need something to cover forward elements - otherwise if the enemy have planes they will just blast these spores to pieces and then bomb with impunity as the guard did game 2. Game 1 the guard just ignored them because the spores were too far back (though still garrisoned) and couldn't move fast enough to get anywhere useful.

-Gargoyles - not one attack carried out, but bigger clumps did deter the marauders from attacking certain areas which was useful. However usually the marauders were able to avoid isolated gargoyles due to the new way we play barrage ranges (which apparently is the correct way - if any part of target is in range the whole formation can be targeted with the templates, so effectively the bomb range is greater than 15cm for the marauder).

- Marauders at 250 - well seem ok, but then this is an army they are going to like bombing...

- Air rules and everything else. Good.

Was meant to play another two games vs Ulthwe today but was feeling ill unfortunately. Got another game with two bug players against two guard players next week.

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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 10:57 am 
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(Markconz @ Apr. 08 2007,12:18)
QUOTE
-Critical effects... well that cascading effect was pretty nasty. Maybe the 5-6 result should only be 1-3 DC loss (or only on a 6)?  My original intention was to make a more diverse and interesting range of results available rather than just 1DC or dead. That's what these crits do... but maybe overpowered with the 5-6 result at the moment...? More games...

How much rolling was it? I'm fairly sure that not that much as criticals are not very common occurrence.


Just first game, one DC damage turned into +4 DC and another two crits...  Maybe I'm just over-reacting to it.  :)

-Biovores didn't seem overpowered with 30cm indirect (even with no reduction in their to hit numbers), and were actually like biovores. If they fail their initiative test they are less effective than the current version.
Perhaps with keeping brood (3)? Remember that we cannot be suppressed so any longer range firing unit is automatically better with nids than others.

Yes they were brood 3 - isn't that what they are already supposed to be though?  I know I'd rather face biovores than dactylis. Also that range/ no suppression thing is not necessarily more powerful for indirect biovores than for direct 45cm range biovores.  Neither version is likely to kill very much at all.  However, the best use of 30cm indirect biovores is one clump of suppression power, rather than  isolated non-suppressable 45cm range biovores charging around with assault swarms and firing directly in a very un-biovore like fashion (which is what I see them doing now - ie they are used as a long range BM suppression unit for assault swarms, which charges along with them, rather than a waddling 'living mortar' which is what they should be).

Not sure on the Zoanthropes and Spores.

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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 11:43 am 
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(Hena @ Apr. 08 2007,10:37)
QUOTE

(Markconz @ Apr. 08 2007,12:57)
QUOTE
Yes they were brood 3 - isn't that what they are already supposed to be though?

You've written brood 2 in the top of the thread.

Oops, unclear formatting on my part - sorry.  :blush: Fixed.

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 Post subject: [2 x 3K Batrep] Nids 7.3.1 vs Guard 1.1
PostPosted: Sun Apr 08, 2007 12:37 pm 
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-Zoanthropes - fine, very helpful at blasting guardsmen in cover with their MW FF support in the second game too...

I think that I'd want to keep the AP4+/AT4+ as it allows hitting tanks on double...


I think the stats used in this battle are a much better representation of a Zoanthrope's stats (Anti-personell at long range, anti-tank at short range (FF)).

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