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Batrep (kind of) 8.2 Nids vs 1.8 Eldar.

 Post subject: Batrep (kind of) 8.2 Nids vs 1.8 Eldar.
PostPosted: Sun Jul 08, 2007 9:14 am 
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3050 points, camera died so only one crappy photo (but at least of something interesting and of the main area of action), but here is a brief report. Will get some new batteries for camera for next time (old rechargables have had it).

3050 because eldar player added gate at last minute and I said I'd just add two gargoyles.

Tyranids
-Dominatrix, 3 Trygons, gaunts
-Nexus, 2 Exocrine, gaunts
-Warrior, gaunts
-Harridan, 4 gargoyles
-Hierophant
-Hydraphant
-8 genestealers
(Total gaunts = 30 termis, 10 hormis, 9 gargoyles).


Eldar
-Avatar
-Gate
-Autarch Reaper, Exarch Reaper, 6 Dire Avengers, 4 Wave Serpents
-2 Exarch Reapers, 6 Dire Avengers, 4 Wave Serpents
-8 Swooping Hawks with 2 Exarchs
-Guardians
-Guardians, 3 HWP, 3 SWP.
-Phoenix Bombers
-Scorpion
-Scorpion
-Scorpion

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 Post subject: Batrep (kind of) 8.2 Nids vs 1.8 Eldar.
PostPosted: Sun Jul 08, 2007 9:28 am 
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Eldar half objectives were clustered (tyranid move to force the eldar to have to defend against a massed attack), tyranid half objectives were spread out (eldar move so tyranids couldn't defend them all).


Turn 1

The eldar garrisoned the weapon platform guardians near their objective cluster, and aspect hosts in serpents and scorpion SHT's were back behind cover ready to react. Guardians and Swooping Hawks were off board.

The tyranids garrison their genestealers forward in ruins.


Tyranids marched everything towards the garrisoned guardians, with scorpions taking potshots as they come forward. End of turn 1, a dramatic wave serpent combined engage flips over the top of the ruins and engages dominatrix swarm (see pic - the old style falcons were used as wave serpents in this game).  The dominatrix swarm is reduced to just the dominatrix on 3DC remaining (everything else killed outright) and the eldar win by a combat resoluion of 22! The eldar lose 2 dire avengers and a serpent and hit and run back to where they started from. The dominatrix limps away back behind cover to recover. The phoenix bombers attack her dropping her another DC.

The harridan swoops around the eldar right flank to enfildae the scorpions.




End of turn, Dom regenerates to 3DC and spawns a trygon. Harridan also spawns a trygon.  Nexus and Warriors spawn a couple of gaunts. Nexus swarm is just off picture  to the right of the pic above, as is the Hierophant (beside the Hydraphant which is visible in the picture).

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 Post subject: Batrep (kind of) 8.2 Nids vs 1.8 Eldar.
PostPosted: Sun Jul 08, 2007 9:44 am 
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Turn 2

The Avatar arrives right next to the Hydraphant!

The guardians in the ruins blast the hydraphant doing 1 DC, and then the avatar charges it! The first strike ripper tentacles do 1DC but don't kill the incoming avatar, which inflicts 3DC damage before being killed. The Eldar triple retain bringing on a guardian unit through the gate to firefight the hydraphant. The guardians lose 4 of their number and break (2 round firefight) but the hydraphant dies.

I move the hierophant forward around the edge of the ruins and shoot the mounted dire avengers doing no damage but placing another BM. On the flank the Harridan engages and destroys a scorpion before it can fire.

The phoenix's bomb the dominatrix doing no damage.

I double the Nexus swarm forward up behind the heirophant and shoot the mounted Eldar SC formation, killing a serpent and two dire avengers. The Eldar then do another combined wave serpent aspect assault killing all the nexus swarm bar the tyrant and two warriors... One aspect host breaks in the process and 'retreats' towards the tyranid table half, as does the hit and running Eldar Autarch formation.
I engage the Autarch formation with the warrior formation losing a few gaunts and the combat but killing a dire avenger and breaking the formation.

The genestealers charge and win against the guardians with the weapon platforms who retreat back toward their table edge. The dominatrix moves up in support. Scorpions continue to poke at things annoyingly.

End of turn and both eldar aspect hosts, and both guardian hosts rally. Tyranids spawn a few inconsequential bugs but dom regenerates to 5DC.

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 Post subject: Batrep (kind of) 8.2 Nids vs 1.8 Eldar.
PostPosted: Sun Jul 08, 2007 10:02 am 
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Turn 3:

Swooping Hawks teleport spreading out and grabbing all 3 tyranid table half objectives (2BM for teleporting).

First eldar scorpion crossfires Nexus swarm remnants (tyrant and 2 warriors) killing the tyrant and a warrior and dropping them to instinctive behaviour. Other scorpion doubles away from harridan knocking a DC off it as it races away. Phoenix Bombers triple retain (using SC reroll - they needed a 4) and come in an arcing flightpath to avoid gargoyles and kill the harridan.

Heirophant engages and eats remants of the first guardian formation and takes eldar blitz. Warrior swarm engages and destroys the scorpion that crossfired the Nexus swarm.

Autarch formation then engages the Warrior swarm killing all but 3 warriors but breaking in return and racing back towards tyranid table edge.

Genestealers eat the remaining guardians.

Other Eldar Aspect host fails to activate so just moves towars tyranids table half.

Dominatrix doubles back towards objectives reclaiming one of them,  fire kills two Hawks... putting the 6 remaining hawks on 5BM. The Swooping Hawks pass their activation test and redeploy to ensure they still hold two objectives.

All activations out.

Tyranids 1 (blitz), eldar 2 (blitz and take and hold).

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 Post subject: Batrep (kind of) 8.2 Nids vs 1.8 Eldar.
PostPosted: Sun Jul 08, 2007 10:17 am 
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Conclusion:

Questions - what is current consensus on fearless units moving when broken? In this played can opt not to move, or if move have to be >15cm away. Having difficulty keeping up with progress on some rules due to real life sorry :)

8.2 = generally good to me. Surprised at how gutsy the eldar were against the biotitans but it payed off for them. They feel much better at 6DC and 4DC respectively (and fearless for phant!)  Full aspect hosts doing that firefight thing is pretty scary, especially with the hit and run.

Instinctive Questions? Ok IMO Hena might be right about engage option being prefereable to Hold (would feel more appropriate for bugs).  Questions - What happens if instinctive swarm fail an action test? Why do you bother adding more BM's to an instinctive swarm... what am I not understanding here? :/

Synapse limits - is this REALLY necessary? Not a very elegant game mechanism - I say chuck it out.

Spawning happens in end phase, removing all BM's happens in end phase - which happens first and where is this listed?

Thanks!

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 Post subject: Batrep (kind of) 8.2 Nids vs 1.8 Eldar.
PostPosted: Sun Jul 08, 2007 10:19 am 
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(Hena @ Jul. 08 2007,09:08)
QUOTE
Eldar can't garrison except War Walkers or Rangers.

Ah! Forgotten again!   :(  Fortunately effect was minimal as they were only about an extra 15cm forward.

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 Post subject: Batrep (kind of) 8.2 Nids vs 1.8 Eldar.
PostPosted: Sun Jul 08, 2007 11:00 am 
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(Hena @ Jul. 08 2007,09:28)
QUOTE
Synapse limits - is this REALLY necessary? Not a very elegant game mechanism - I say chuck it out.

I'd say that it's better than that -1 to spawn thing. I'd much rather chuck that and just add the note about the Nexus (since it still defies my logic :;):).

Spawning happens in end phase, removing all BM's happens in end phase - which happens first and where is this listed?

It's in the relentless. They remove BM first thing in the turn. Though I'd just add that they are removed after spawning.
Ok yes chuck out the -1 for synapse creature loss. This is unnecessary detail for level of game IMO.

Under 'instinctive' it should really list there that this state lasts until start of next turn. Also it currently states that BM's are removed in end phase of turn, not at start of turn (removing instinctive and removing BM's are two seperate things).

Thanks too for rest of info Hena.


Also I wonder with all these multitudinous relentless and instinctive rules it might be better to reword something as follows:

Broken Tyranids
Tyranid swarms that are broken have 3 exceptions to normal broken rules to represent their relentless nature:
1. They may attempt a hold action (and spawning action in end phase) with a -2 action test modifier.
2. They ignore extra casualties caused by BM.
3. Broken Tyranids automatically rally in the end phase after spawning and remove all blast markers


Regarding point 1. I would like to see Engage trialled instead of Hold.

Regarding point 3. Maybe they should actually have to rally but just get a bonus compared to other armies? It seems somewhat artificial to have that sudden break from being completely supressed to ok without any dependence on how suppressed and confused they were?

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