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[BatRep] Tyranids 7.4 vs Imperial Guard - 3000 pts

 Post subject: [BatRep] Tyranids 7.4 vs Imperial Guard - 3000 pts
PostPosted: Sun Jun 03, 2007 11:13 pm 
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(Hena @ Jun. 03 2007,11:00)
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I have to ask. Why aren't the IG Infantry comp more in the forest? I would try to get as many into cover as possible I think. Would give saves to units then Tyranids gets too close.

I was fearing the Dominatrix spray templade, so I didn't want to mass my infantry in the woods.
But I was mainly thinking of the 5+ save provided by the overwatch order (forgetting that the save would vanish after the overwatch fire).
I also stretch my troops to get better LOS.

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 Post subject: [BatRep] Tyranids 7.4 vs Imperial Guard - 3000 pts
PostPosted: Mon Jun 04, 2007 12:14 am 
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Awesome report Hojyn! :D

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 Post subject: [BatRep] Tyranids 7.4 vs Imperial Guard - 3000 pts
PostPosted: Mon Jun 04, 2007 9:18 am 
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I second what all the others have said - great report and awesome looking bugs!!!!

Demand a rematch!!

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 Post subject: [BatRep] Tyranids 7.4 vs Imperial Guard - 3000 pts
PostPosted: Mon Jun 04, 2007 3:55 pm 
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Nice report, and two nice looking armies as well.

As always, I have a few questions.

Setup:  Is that a normal level of terrain for you guys?  Overall, it seems on the light side.  I count 8 pieces of terrain, 9 if you count the Ziggarat as big enough for 2.  GT specs would have ~12 pieces.  It's also mostly hills which block LoS but don't give any cover saves or to-hit mods.  

Can you explain the placing of the Nid objectives?  It looks like Objective 1 is perfect for the IG.  It can't be approached without being in the open in front of the IG line.

Deployment:  Can you give a quick overview on the battleplan that drove the Nid deployment?  It looks from the pics like there is a good alley of cover for some of the WEs by running straight up the middle (Move 1 - behind ziggarat to block LoS, move 2 - up and over).  Also, we've found that grouping WEs allows them to do things like leapfrog each other and block LoS for the more damaged ones so we tend to group them together.

Turn 1:  I understand everything except why the Lictors teleported in.  Turn 1 didn't seem like the Nids would benefit a lot from disrupting the IG and there weren't any particularly juicy targets.  Was it just a gamble hoping to win strategy and pick off the arty?

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