I can expand on the facts asdepicas was speaking about, cause I was the other side of the table. First of all, I'll put the list in:
Independent groups (950) - Harridan 150 - Harridan 150 - Harridan 150 - Harridan 150 - Bio – titan hierodule 350 Synapse groups (2050) - 1 x Nexus swarm 530 o 1 x Dominatrix 350 o 1 x hormagaunts 20 o 2 x termagaunts 40 o 2 x trygon 120 - 4 x Tyranid swarm 1520 (380 each) o 2 x Tyranid warrior 200 o 2 x hormagaunts 0 o 4 x termagaunts 0 o 3 x trygon 180
The idea was to have good sturdy cores with which to keep objectives, and some smaller units to gain mobility in the army, and mainly checking how was it having trygon war engines in the synapse units: way better than having carnifexes, as their firefight, extra wounds (which means extra BMs that can be absorbed, higher numbers in assault. 10cm extension to coherency...) and extra movement, all for just +10 points more, are unvaluable (luckily, cause they weren't overwhelming at all).
Needless to note this was an army expected to work in general; not specifically against necrons.
The game started so oddly, with the dominatrix falling even before I could act (two pylons holding activation with lucky shots and displayed so they couldn't see the trygons protecting her). Then necron pressure started with monolith crossfire, while The first activation of the tyranids were forcing assaults against monoliths (holding activation), just to get rid of most of the crossfire and get out of the killing zone.
Combat comparisson: - Tyranids charge hopefully with 6 termagaunts + 3 trygons + and two tyranid warriors, all fighting at +5 firefight (skimmers), no special rules as trygon macroweapons are at close combat (wouldn't be a difference, cause monoliths have living metal, although pylons don't). Monolith units play back with 5 firefight 5+ attacks, plus around 4-7 more in support from close by units (they choose were they are and literally surround you).
You get 14 shots, for 4'6 saves, 1'6 per unit: - Pylons save: 0'7 casualties for each, so let's say you kill one out of two. - Monolith saves: 0'4 casualties. Probably survives.
They get 9-12 shots for 3-4 impacts: - 3-4 casualties to termagaunts: you have better numbers after all, so +2 to resolution. -1 to win or stalemate and you have 50% chance to win or loose combat. If you win, they're broken but fearless, stay around, you move 5cm, they display anywhere within 30cm, portal necron units and your unit might die later if the necron wishes (no need). If they win, you move 40cm away and have saved a unit, that however is broken (but acted already). - Casualties to trygons: if any enters, now you have BMs, and you have a problem, cause any fresh unit firefighting you will have a +2 to resolution (no BMs and less BMs). Moreover, it could be a critical.
The chances to loose are -3 if he managed to put a BM on you beforehand (won't happen to the first ones getting out, but will happen to the 2nds.
You break, run like hell, regroup, hopefully recharge gaunts back (+2d3 if you manage to stay 30cm away, which is your 4 back).
So tactic is run like hell, cause you can't win and most probably they have big problems catching you. Necrons will reposition broken monoliths, which is a problem cause they have a hard time catching you IF THEY DON'T TELEPORT.
On the good side: - Harridans are invaluable as they give you the control of the table you need most of the time, but you have to have them hiding and running, cause they can kill nothing by themselves and are quite easily killed. - Bio-titans are great. They're sturdy, they have BP weapons (the 0-1xBP3 is a good option to make your BP reach 60cm... take it). - Dominatrix: to easy to kill for the expensive it is, moreover knowing it's your supreme commander.
But it's pitiful to see the tyranids running like cowards when you are used to see them as a devourer, even of metal.
Tyranids have a serious problem with skimmers v10, as their "main power" is close combat, and you can't use it at all. The other real problem is the gaunt's expendability in assault, but that's something worth of a separate topic I'll post, cause it happens both in v10 and leviathan.
Eldars will most probably be quite the same problem in a different way: their firefight is better, they'll shoot at you before they're there (BMs for +1 to +2 resolution) they have overwhelming firefight values and you can't reach them in close combat (so you're better running and covering/cowering again).
Tau's are over reach, as they're shooting you macroweapons 2+ or 3+ from the other edge of the table and still have plenty of skimmers.
Imperial guard will also be on the other side of the table shooting at you and putting BMs for the time you reach to arms reach, and their firefight is better if they come before you can. Probably you can win once you're there, but I have to check how bad is it before you reach.
Marines will be wherever they want, more or less and your AAs suck...
It doesn't look a very powerful army really; there are several corrections to do.
To tell the truth I keep thinking that the best way to play the nid is to have a very-very expensive tunneler swarm which can take a points on turn 3, so you don't risk that much and have a bit more of the very scarce table control tyranids have (all is in independent indeed): the rest of the army seems to work better running, so it doesn't mind that much to leave things out of the table (but seems a boring way to play...).
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