Greetings Hive Minds!
I suppose I should start with a short introduction of myself and my swarm.
I have been collecting and painting tyranids in 40K for some time.
However I have always wanted to give Epic a try.
So why not spread my swarm into the 6mm domain.
Hive Fleet Setebos- a splinter fleet of Hive Fleet Kraken
From Dan Simmons Illium/Olympos duology:
Quote:
Setebos : Caliban's violent, arbitrary god, the "many-handed as a cuttlefish," not from Earth's solar system. A devourer of worlds
Other references to :
Shakespeare's "The Tempest"
Robert Browning's "Caliban upon Setebos"
As I am fairly new to Epic my games tend to be smaller so not all battle reports will 3K a side.
Battle report
here.
This is a mirror-report of a battle report already posted by SpeakerToMachines (
link).
ThoughtsThe first round was a messy affair and I wasn't entirely sure what the different units did or how to best to setup an attack with the nids.
The dominatrix AA weapon could have been used better as area-denial and screen against the fighter-bombers.
Malefactors work great as transport and they also have a good bunch in CC with their macro weapon.
The exocrines were a bit disapointing...
The biovores never got a chance to proof their worth, but I had also misunderstood that they double their range when shooting indirect. Also, they tend to become a juicy target when fielded in such a big brood. I'm planning to use them in two smaller broods next time and maybe put them on overwatch. The disrupt rule should work well on units with good armor (marines) since they only have to hit in order to place a BM.
The bigger bugs seem fairly resillient with their reinforced armor. Only a single one died during the game.
Gaunts, gants and goyles are just plain fodder, but it is still a good idea for them to seek protection from their larger siblings (-1 to hit).
Tyrants and warriors hit hard in CC, but tend to be a bit fragile and must be screened better. Synapse means everything!
The swarming rule works great in the 10.2 dex and also feel very "fluffy".
Blast markers and support fire is very important in engagement, but can also be difficult to setup or guard against.
The distances 5cm and 15cm should be kepts in mind at all time. They are very important in the game.
Some of my broods were getting a bit battered towards the end of the game. A Marshal move to get 30cm+ away from the enemy would have allowed for the removal of blast markers and some swarming to replenish fodder.
A great big thanks to SpeakerToMachines for an entertaining and educational game.
