Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 28 posts ]  Go to page Previous  1, 2

Splinter Fleet Churoninx

 Post subject: Splinter Fleet Churoninx
PostPosted: Fri May 01, 2009 6:36 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
For some reason the forum keeps eating my posts in this thread, but yeah- Gargoyles are purely for AA threat. Their chances of bringing anything down are slim, their chances of putting a BM on any aircraft or air assault that moves within 15cm is 100%.

The Synapse Node is indeed a 'spawning pool' to guard the Blitz.


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Fri May 01, 2009 6:50 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
It's reasonable as else Gargoyles count full in assaults and are only abit faster than Termagants :)

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Fri May 01, 2009 7:18 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
Well, I got a game in with the v9.2.1 Nid list mentioned above, to recap:

Dominatrix- 2xBarbed Heirodules. 2xGargoyles.

Hive Tyrant- 3xCarnifex. 1xGargoyles.

Hive Tyrant (Winged)- 8xGargoyles. 16xTermagants. 2xExocrines. 4xRaveners.

Synapse Node- 1xGargoyles.

Heirophant.

Heirophant.

Lictors- x3


It was against an Ork list with, from memory:

Gargant (BTS)

Big Guns- 10 plus Flak. 2xTitan Killer guns.

Stompa Mob- A stompa, dreads, etc. Plus flak.

6xFighta Bommas.

Kult of Speed- A lot of buggies..plus flak.

Mech Inf Mob- Orks with transports, plus flak.

Something else.

3000pts.
Thoroughly enjoyable game, some stuff in the Nid list I liked, some I didn't.

The game was hard-fought and literally came down to the last actions- ending in a draw.

I did feel that I was the underdog a bit in the game, but my opponent's lack of knowledge of the Nids (being scared of the Bio-titan's guns, for example) compensated.

He made a few crucial errors, chief among them was Doubling the Gargant into close combat range of a Dominatrix and Barbed Heirodule. To his credit the Gargant limped away severely wounded and broken, but alive. It survived the game, survived and abortive Lictor charge and claimed an objective.

I guess I should go through the Nid units and rate their performance.

Dominatrix with Barbed Heirodules. This is a great, tough 'b*****d' to face, and is one of the few places I have any firepower (6xAP3/AT4). There firepower is pitiful compared to other armies, but within the Nid list they compare impressively.
Now that my opponents know their threat in close combat, I doubt anyone will move within 20cm willingly again. My strategy is to move this behemoth forward, to grab for objectives. My opponent must shift them or be denied the objective. I'd prefer to stay out of 30cm, in cover, shooting at anything that comes close because then my Spawning is improved...

Hive Tyrant with 3xCarnifex. This is a tough little nut to crack, I like it. Admittedly I had them secreted in the centre of a woods most of the game, making it hard for the opponent to get shots on them. They spent most of the game Marshalling, to respawn protective Carnifex, whilst moving the short distance from their Garrison position to an objective.
They are too slow to initiate an assault, so much like the Dominatrix I plan to go for objectives, dare the opponent to come reclaim them- if they try, I get to use my models, if they don't, I find it easier to respawn.
In the event, the Ork Stompa mob did try to take them on at one point, with the Gargant supporting. The first round I could only firefight, miraculously it was a draw (the Nidzilla formation is one tough nut to crack with me losing nothing that round), so I moved into combat in a second combat round. A brutal combat formation if allowed into base to base- I won the combat. This put a BM on the Gargant which helped the subsequent assault by the Dominatrix (described above).


Winged Hive Tyrant, 16xTermagants, 8xGargoyles, 4xRaveners, 2xExocrines. I'll be honest, this is where I 'dumped' the Common broods, the 'chaff'. It's one impressively sized formation.
I played it on a far flank, cautiously creeping from cover to cover. It's crowning achievement was providing Supporting Fire for a Heirophant charge which broke the Kult of Speed. Everything having a Firefight 5+ certainly sped up dice rolling.
I guess this formation was where I was supposed to put Tyranid Warriors, but since I'd need other LV and AV to protect the Warriors, I might as well go for a 5+ RA Tyrant instead.
I guess it's not a truly fair test of Tyranid Warriors as Light Vehicles if I didn't take any, but I just don't see a use for them that isn't performed better and cheaper by a Tyrant.
I didn't expect much from this formation, and it didn't dissappoint.

Whilst on the subject, if I have 3 AT shots, can I spread them onto the Raveners counting them as vehicles, before having to hit the Tyrant?

Synapse Node- As Blitz guard's go, this was yet again another tough unit to crack. With copious armour saves and respawnings I held of a whole Ork Mek Mob (literally surrounding the Node) for 2 turns, finally succumbing turn 4. It did it's job well, it denied the Blitz to the opponent turn 3 (hence preventing me being defeated turn 3).

Heirophants- I think these are the most balanced unit in the Nid list, there I said it. 5+ RA helps mitigate just how tough and agile they are, and a huge advantage in a Nid army- they pack some firepower. I used them initially (turn 1) to scurry forward and put BM on stuff. Then later to do the actual charging with support from the other Nid formations. Both of them eventually collapsed to enemy attrition, but I think they provided a vital role.

Lictors- Boy, let me count the ways these guys now suck, heh. I dropped to one unit from two, now I'm dropping them completely.
Non-scoring- was needed and works.
Light Vehicle- meh, they're dead either way.
Losing MW- ouch, they're good for one suicide charge, now they can't even do that.
Gaining Sniper- a double-edged sword, now I can only ever kill 3 not 6 enemies.

My opponent's comments:

He didn't like the 3 sets of saves (Save, Reinforced, Inv)- though admittedly I did milk it for laughs "Oh, I'll take an armour save, I'll re-roll it...oh, and go on then, I'll roll another save".

He still can't grasp why the Spawning rule encourages Nids to stay away from the opponent, and encourages the opponent to chase the Nids- an oddity we both agree on.

With dropping the Lictors, I would still like to have a formation that can 'deploy' in the enemy backfield. Lacking aircraft and decent artillery, whilst having no transports means Nids are very predictable in where and how far they can go. So I will look at the Trygon tunnellers.

Somebody's comments- don't remember who brought them up me or him, but I agree with them:

The Synapse BTS was tricky for to grasp. The tournament mission is the tournament mission, it may not make sense for some armies, but it's the same for all- when you turn up to a tournament, a random game, or a one-off you both know what your trying to achieve. When new army lists make-up a 'special' mission for the opponent it kind of throughs them off.
In the event, my BTS was the Dominatrix basically (I had 14 Synapse points), kill it and you get BTS. The only added extra is you can gain the BTS by killing other formations as well- needless to say he got the BTS in the end. It's way easier than trying to kill somebodies Warlord skulking about, after all I can't preserve and protect all my formations all the time.

The Victory Points arithmetic table was pretty daunting- we just took the game as a draw on objectives. I'd dread working out Nid VP's in a tournament- seems to require special handshakes and standing on one leg.


Most of my comments are scathing and negative, and that's simply because I'm finding the things I'd have changed. As is human nature, the things that worked are enjoyed at the time and never mentioned.





Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Fri May 01, 2009 7:43 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Whilst on the subject, if I have 3 AT shots, can I spread them onto the Raveners counting them as vehicles, before having to hit the Tyrant?


If they are closer to the attacker then yes. That's the whole point of being LightVehicle.

@Tyranids BTS: If you think this is complicated then try out to determine the most expensive formation if formation thrength varies throughout the game because of spawning :D

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Fri May 01, 2009 8:02 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
If they are closer to the attacker then yes. That's the whole point of being LightVehicle.


So in all cases they can protect a Tyrant just as well as a Tyranid Warrior, so why bother with Tyranid Warriors?

@Tyranids BTS: If you think this is complicated then try out to determine the most expensive formation if formation thrength varies throughout the game because of spawning

Hmm, I agree it can't be as simple as most expensive. Most expensive Synapse group?





Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Fri May 01, 2009 8:14 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Tyranid Warriors are far more numerous, while Hive Tyrants are 1 or 2.
You can have 3 (2 with Hive Tyrant) to 6 Tyranid Warriors in an Assault Group but only 1 or 2 Hive Tyrants in an Attack Group.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Sat May 02, 2009 12:44 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Mar 07, 2007 7:04 pm
Posts: 901
Location: New Haven, CT
Nice Batrep Jeridian.


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Wed May 06, 2009 1:53 am 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
Thanks guys, finally got around to MkII Nid list.

Have a little confusion on the Brood/Independent thing. If I take a Trygon and some Raveners as an Independent Tunneller formation:
-Are the Raveners/Trygon Independent- i.e. scoring? (Presuming no)
-Do they cause Blast Markers when killed? (Presuming yes)
-If Independent Raveners/Trygon are killed, can I respawn them into a Synapse formation?
-If I have a situation where I have an intermingled Synapse swarm with Raveners and Independent Tunneller swarm with Raveners, should I have a brain spasm?

Presuming the first 2 questions to be correct, that they have all the downsides of Independents (Blast Markers affect them) with all the downsides of Brood (non-scoring)- I've decided not to touch that deathtrap.

Instead somehow I've crammed in a Harridan and some Genestealers.


3000pts Nids- v9.2.1

Dominatrix- 2xBarbed Heirodule.

Hive Tyrant- 3xCarnifex. 1xGargoyles.

Winged Hive Tyrant- 2xRaveners. 8xTermagants. 1xGargoyles.

Winged Hive Tyrant- 2xRaveners. 8xTermagants. 1xGargoyles.

Synapse Node. 1xGargoyles.

Heirophant.

Heirophant.

Genestealers- 6x

Harridan- 3xGargoyles.


I've managed to go from 6 (plus Suicide Lictors- 7) to 9 activations.

The Dominatrix and his two guard dogs remain the big badass of the list.
The Heirophants remain the swiss army knives, my most practical units.
Synapse Node remains a very useful Blitz blocker and spawning pool.
Hive Tyrant and Carnies (Nidzilla 40k list) are still an incredible thorn in the side harassment garrison.

The huge Gaunt formation (where I unceremoniously dumped all the common broods) has been split in half- I get twice the activations...but each is a more vulnerable formation, with the Synapse more easily picked out.

The Genestealers are a swop out for Lictors- they won't have to try hard to be better than them. Scoring for one, more numerous, able to use Cover Saves, etc. They're likely to garrison with the Hive Tyrant and Carnies. The 'threat' of a Genestealer 40cm engage is likely to be more useful than any actual engagement they stumble into (having no armour, no FF and only being 6 strong).

The Harridan I need to be far more cagey/cautious with than my abysmal first attempts to use it. I let it fly far out to a flank, where it could be picked off by the more mobile enemy (paradoxically everyone's faster than Nids).

I will say one thing for v9.2 and v9.2.1, it's a ballache to settle on a list, and I mean that in a good way, in that the various checks and balances mean a complex juggling act between what you want in, what you need in, what your forced to take and what works.
I still fear the Warrior has no place, I did consider Warriors alongside the Tyrant, but considered it just more useful to have 2 Tyrants in separate formations for more activations. If I find these 2 formations too weak individually...then I'll just put the 2 Hive Tyrants in one formation.

I'd consider Zoanthropes before Warriors, even being slower. They have what matters- a better save (though only just). Being Synapse they can't really act as bodyguard for Synapse (i.e. they still take BM). The best place for them is in the Hive Tyrant/Carnie garrison..but the LV nerf opens that formation up to AP fire, so no luck there.


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Wed May 06, 2009 4:50 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Jeridian @ 06 May 2009, 01:53 )


Here we go!

-Are the Raveners/Trygon Independent- i.e. scoring? (Presuming no)


Yes, they are a scoring formation, as "Independent swarms and Synpase Creatures" interact with objective.

-Do they cause Blast Markers when killed? (Presuming yes)

Yes, they are treated like any other Independent Swarm.

-If Independent Raveners/Trygon are killed, can I respawn them into a Synapse formation?

Yes, spawning doesn't care how creatures were killed or what swarm they used to be part of.

-If I have a situation where I have an intermingled Synapse swarm with Raveners and Independent Tunneller swarm with Raveners, should I have a brain spasm?

Turning bases or marking units would be the best approach to such a situation.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Wed May 06, 2009 11:22 am 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
Not sure it's that clear in the document.

It's pretty adamant that a Brood Unit cannot score (I believe it's even underlined), and the Trygon and Ravener very clearly show Brood in their unit notes.


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Wed May 06, 2009 12:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Feb 24, 2009 12:57 pm
Posts: 491
Location: Liverpool
I've had a quick look at the 9.2.1 special rules section and victory conditions. The way I read it is Independent swarms can score (so tunnelling Trygons and Raveners go here) and only the synapse units from synapse swarms (so brood units in synapse swarms can't score). Probably needs a little tightening up on wording for clarity.


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Wed May 06, 2009 12:24 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (arkturas @ 06 May 2009, 12:12 )

I've had a quick look at the 9.2.1 special rules section and victory conditions. The way I read it is Independent swarms can score (so tunnelling Trygons and Raveners go here) and only the synapse units from synapse swarms (so brood units in synapse swarms can't score). Probably needs a little tightening up on wording for clarity.

This is correct, arkturas, that bit of rule change was missed when "Brood-filled" Independent Swarms showed up; I believe it was mentioned in the actual v9.2.1 thread and will be corrected in any future releases.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: Splinter Fleet Churoninx
PostPosted: Wed May 06, 2009 1:55 pm 
Brood Brother
Brood Brother

Joined: Fri Sep 14, 2007 10:15 am
Posts: 461
Location: UK
Scoring definitely makes them more useful, I can see a Tunnelling Trygon making the opponent wary about leaving their Blitz unguarded.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 28 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net