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Salamanders vs Tyranids

 Post subject: Salamanders vs Tyranids
PostPosted: Wed Jul 30, 2008 1:11 am 
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Well we had lost the rules so the Tyranids had a few mistakes in their stat lines...

But the Salamanders were fine :)

3-1 to the Salamanders

Salamander Army
Had the latest considered changes

300 Tacticals
075  Tactical Upgrade
075  Hunter
100  Prometheus
250 Devestators
100  Devestators Upgrade
075  Hunter
075  Land Raider
250 Devestators
100  Devestators Upgrade
050  Salamanders Dreadnaught
250 Thunderhawk
325 Terminators
050  Chaplain
150 Assault Marines
050  Chaplain
100  2 Flame Predators
200 Landspeeders
275 Warhound
150 Thunderbolts

Nidzilla
275 Hierophant
275 Hierophant
275 Hierophant
150 3 Lictors
150 Assault Group
150 Assault Group
100 Attack Group
Big flying thing
Big flying thing
100 Trygon Cluster
125 Hierodule Cluster
125 Hierodule Cluster

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 Post subject: Salamanders vs Tyranids
PostPosted: Wed Jul 30, 2008 12:46 pm 
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An intruiging and enjoyable game with TRC last night, marred only slightly by the lack of stats on either side (I forgot to bring mine, Chris was experimenting on his). Here is the 'Nid list I was using.

Independants:-
3x Hierophants
1x Lictors

Synapse
2x Vituperaptors
2x Assault Swarms
2x Hive Tyrant

Broods
2x Hierodule
1x Trygon
2x Gargoyles (8)
1x Ravener (4)
2x Hormagaunts (8)
3x Termagaunts (12)

TRC decided to play corner-corner to see how that affected the 'Nids, and set up his Blitz in the corner, while I set up the 'Nids Blitz mid table. We both placed the take-and-hold objectives as near to the corners as possible.

I set up the 'Nids with the Hierophants in front of the swarms all by the Blitz, garrisoning one assault swarm in some woods between the T&H objectives (which I have since researched and found to be illegal before anyone complains).

The opposing strategies essentially consisted of the 'Nids using one of the Big bugs to make a 'bee-line' to the enemy T&H objectives supported by the other two, followed by the swarms that were intended to occupy the table centre and then cover the 'Nid objectives. Meanwhile the Marines used their superior speed to attack the flanks (swarms) of the 'Nids while avoiding the big bugs as much as possible.

There was a lot of terrain on the table, and The Marines were able to set up a series of FF clipping assaults using the terrain to limit the number of 'Nid FF attacks (as you need LOS and that is limited to 10 cms in terrain). As I had forgotten that the Synapse are Fearless, and TRC concentrated (correctly) on the swarms, he managed to kill two assault swarms and a Vituperaptor swarm in three turns. Result Marines 3 (Blitz, T&H and BTS) to Nids 1 (T&H)

Hindsight (a beautifull thing):-

  • Only one swarm got to spawn out of range of the enemy in the entire game. I still think this too restrictive. Perhaps a compromise might be to word it around the Synapse creatures rather than the swarm.

  • Inadvertently I was using a combination of the Hierophant and Hydraphant stats, giving a slower, smaller bug with claws and nasty shooting. Actually, this seemed to work reasonably well, and might be considered for the future both to rationalise the units and also to clear up the divergence between the unit names and the models.

  • I am tending to agree with Hena's observation that small swarms (~ 6-8 bugs) do not seem to work too well. IMHO this is a good thing as it tends to impose subtle choices around creating the right army for the desired strategy (which I really like) rather than the more artificial "0-1" style limits that to me indicate an unbalanced Unit / list.

  • Finally I forgot that the Synapses are all Fearless. As they were all killed by assault 'hackdowns', this would have made a slight difference probably denying TRC the BTS and allowing me to spawn a little more, but did not greatly affect the game otherwise.

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 Post subject: Salamanders vs Tyranids
PostPosted: Wed Jul 30, 2008 4:57 pm 
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I dunno Gavin, with the higher speeds, and I think on reflection higher ranged firepower and especially fearless I wouldn't have a hope. Fearless high save warengine skimming synapse are nigh impossible for a marine army to take down, at least I can't see any way to do it, whilst trying to avoid speed 25 big WE I don't see as possible, at least speed 20 made you double a lot. In a rematch I wouldn't have a hope.

All those fearless Synapse I simply didn't have the attacks left to deal with, every single attack I did worked brillantly and yet with fearless all I would have done is stripped the creatures, you would have had plenty to contest with and force a longer game, if that was indeed necessary with speed 25 critters (since my shooting range is 45 you would have been in range to firefight every time, then get a free 50cm double towards blitz then auto rally).

The side effect of all the synapse being so tough and fearless is that unless you have a lot of firepower you can't shoot them dead after getting rid of the screens and to do both requires inordinate amounts. You can't assault a lot of the synapse unless you are pretty damn good at assaults and even then all the MW floating around means its probably a one way mission for those troops. Plus of course them breaking means you need highly mobile people to catch them. And of course get a lot more AA cover which can garrison cheaply and even the thunderhawk aspect can be shut down.

Considering I made just one mistake in that game and every tough activation was passed, I used cover to its limit and everything else, to hear then that actually all the synapse would still be alive and a 1/3 of the army would have moved quicker is a bit much.

Is it designed to face a Shadowsword army at long range with no cover as the likely opponent? Considering all the balance problems the other WE armies have I'm surprised this option is in here. Saying that with the fearless synapse I wonder how an infantry horde would do.

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 Post subject: Salamanders vs Tyranids
PostPosted: Wed Jul 30, 2008 6:33 pm 
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To capitalise on fearless, auto rallying and WE the following data is key

Synapse Node
DC4
RA4+ TRA
0 cm
Can garrison whole swarm
125 points
Needs 16 hits to kill
7.81 points per shot needed to kill

Dominatrix, SC
DC8
RA4+ Inv
20cm speed
450 points
Needs 38.4 hits to kill
11.72 points per shot needed to kill

Vituperator
DC6
RA4+
25cm Skimmer Planetfall (how to use planetfall?)
300 points
Needs 24 hits to kill
12.5 points per shot needed to kill

Harridan
DC4
RA5+
35cm speed Skimmer
200 points
Needs 9 hits to kill
22.2 points per shot needed to kill

Hive Tyrant
4+ RA
15cm
Can garrison
100 points
Needs 4 hits to kill
25 points per shot needed to kill

Tyranid Warrior
4+
15cm
Can garrison
50 points
Needs 2 hits to kill
25 points per shot needed to kill

Hive Tyrant
5+ RA
25cm
100 points
Needs 2.25 hits to kill
44.4 points per shot needed to kill

Hierophant
DC6
RA4+ Inv
25cm Speed
275 points
Needs 28.8 hits to kill
9.55 points per shot needed to kill

Hydraphant
DC8
RA4+ Inv
20cm Speed
375 points
Needs 38.4 hits to kill
9.77 points per shot needed to kill

Based on all that I would cheerfully try the following against anyone
275 Hierophant
275 Hierophant
275 Hierophant
150 Lictors

450 Dominatrix
125 Synapse Node, arty formation, garrissoned off blitz in corner to corner game
125 Synapse Node, probably also an arty formation, garrissoned off blitz in corner to corner game
300 Vituperator

1025 of stuff

7 super hard formations, 1 chaff for a possible objective grab. You can never have enough fearless auto rallying WE in my AMTL opinion. Asa point of comparison Warlords are roughly 22 points per hit, Reavers 23 and Warhounds 31.

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 Post subject: Salamanders vs Tyranids
PostPosted: Wed Jul 30, 2008 7:55 pm 
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Wow, how would anyone deal with all that Fearless RA other than a veritable wall of Shadowswords?

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 Post subject: Salamanders vs Tyranids
PostPosted: Wed Jul 30, 2008 10:49 pm 
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Out of curiosity for getting a sense of the lists, aren't the Salamanders especially well-suited for facing off against Nids?  Decent anti-infantry firepower that turns into fairly intense FF at close range would seem to be a good countermeasure against many bug tactics.  And on the flip side, doesn't the bugs' need to close to short range negate the Salamanders' weakness of more limited maneuverability and range?

No criticism intended.  I'm just wondering how those factor into your consideration of the game results.

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 Post subject: Salamanders vs Tyranids
PostPosted: Tue Aug 26, 2008 5:00 am 
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Quote: (nealhunt @ 30 Jul. 2008, 22:49 )

Out of curiosity for getting a sense of the lists, aren't the Salamanders especially well-suited for facing off against Nids?  Decent anti-infantry firepower that turns into fairly intense FF at close range would seem to be a good countermeasure against many bug tactics.  And on the flip side, doesn't the bugs' need to close to short range negate the Salamanders' weakness of more limited maneuverability and range?

No criticism intended.  I'm just wondering how those factor into your consideration of the game results.

Don't know how I missed the reply, I blame the new posts button!

The biggest problem was the WE. The formations couldn't do enough damage in a straight up firefight to beat them (though note the nid WE stats here were horrendus). Against the swarms it was a FF clipping assault field day, but of course anything left in range shredded a formation in return.

With next to no incoming fire the rhinos never died and this gave the army excellent mobility, often with marines staying in transports for devestating 50cm range firefights. When the nid attack developed the army was able to completely bypass the main thrust, with key formations remaining dangerous until late game (when the WE finally caught up and gobbled up a fair chunk of them).

The nid list negated a lot of the potential strengths though. The sallies couldn't mass to much to form a devastating firebase due to the WE threat, though of course I had mobility instead.

The firepower was if anything slightly less than a regular marine army, with 15cm weapons on the preds, extra marines and termies. Generally if I was in range to shoot I was in range to assault, though this is against an aggressive army. Against a different force though doubling and shooting might happen a bit more - though here you have to balance -1 to the missile launchers against the benefit for the multi melta to fire.

The more I use it the more I hate the multi melta! Getting in range means getting in CC range of the enemy. The lowered FF/MW combo works I think now the upgrade cost is lowered. Still its largely an extra bodies boost, with the MW attacks not really benefiting the formation much (who wants to see the numbers for 4+ vs MW5+ ? :) ). Maybe the cost should go back up (and knock on costs like th expensive thawk come down) and the FF be raised to Tac/Dev normal amounts?

Activations and cost was a big headache. On reflection I wouldn't have bothered with the extra preds for the assault marines and gone for Chaplains for two formations instead.

Oh and the teleport, recover, assault, tactic worked perfectly!

Ultimately I see the main enemy tactic being kill the rhinos, kill the supporting formations, avoid the infantry formations until you want to fight them. Conversely the main Sally tactic seems to be using the support formations and cover to tie up enough of the enemy to allow the big formations to get to attack range, with a definite bias therefore for terminators and warhounds and maybe a brace of speeders.

One thing the army does is take casualties! The loss of some of the marine flexibility for bigger formations seems to result in far higher casualties, even for me and I can be an atrocious marine commander!

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