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2500pts Draigowing vs Fandex Tyranids (w/photos, Completed)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Is my new Tyranid fandex too strong?
It's too OP. They will beat the grey knights to a pulp.
They're much improved and will make for a good fight.
Can't really tell yet/not sure.
Changes aren't too bad....but they still lose.
Not in the least. Grey Knights will still woop their arses.

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Made in us
Fixture of Dakka





San Jose, CA

I wanted to try out tyranids from a fandex as presented in this thread. There are actually 2 fandex's here - one by Andilus Greatsword and another by me (on p.1 & 2). The one that I was trying out was my own. Back when I play-tested this game, Andilus' fandex was only up to v.1.1 and I felt that it needed more refinement. It's getting there, with v.1.2 already out and v.1.3 in the works. I may give v.1.3 a test run when it comes out.

What better army to test it out against than one of tougher armies currently out there, at least for nids - Draigowing. Last game, I used interceptors to complement my paladins when they went up against FNP Blood Angels (battle report here). This game, I am trying out Draigowing with dreadknights against a carnifex-heavy tyranid army led by the Swarmlord.


-------------------------------------------------------------------


2500 Draigowing Grey Knights vs Fandex Tyranids


2500 Grey Knights

Lord Kaldor Draigo
Librarian - Warding Stave, Might of Titans, Sanctuary, Shrouding, Warp Rift

Psyfleman Vendread - 2x TL-Autocannons, Psybolt Ammo

10x Paladins - 3x Psycannons, Psybolt Ammo, 1x MC-Hammer, Warding Stave
10x Paladins - 4x Psycannons, Psybolt Ammo, 1x MC-Hammer, Warding Stave, Brotherhood Banner

Dreadknight - Heavy Incinerator, Personal Teleporter
Dreadknight - Heavy Incinerator, Personal Teleporter



2500 Tyranids

Fandex here. I will highlight the differences.

Swarmlord

Changes: Now 315pts. 18" Shadows in the Warp. Permanent 5+ Invuln save. New psychic power: Hive Will - may give 1 unit within 12" Eternal Warrior.

1x Tyrant Guard - Lash Whips

Changes: 50pts base cost.

Tyranid Prime - Bonesword + Lash Whips, Ferocious Attack

Changes: New option: Ferocious Attack - may give 1 unit within 6" either +1A or Preferred Enemy. +25pts. May take up to 2 Tyranid Primes for each HQ FOC slot.

3x Hive Guards
3x Hive Guards

Changes: 30" Impaler Cannon. Now 55pts.

4x Pyrovores (I really overhauled this unit to make them more attractive.)

Changes: Dropped Acid Maw. Increads brood size to 1-5 and dropped cost to 30pts. Flamespurt now fires a hellhound/heavy incinerator-type temp with 6" range. May Combine Fire to increase both range and strength of the flamespurt (+6" & +1S per pyrovore after the 1st).

Tervigon - Catalyst, Psychic Beacon, Toxin Sacs

Changes: New psychic option: Psychic Beacon - can use 2 psychic powers. May use the same power again. +50pts.

10x Termagants

2x Dakkafexes - 2x TL-Devourers
3x Dakkafexes - 2x TL-Devourers
3x Dakkafexes - 2x TL-Devourers

Changes: New base cost = 130pts. Have changed this since (now 140pts base).


-------------------------------------------------------------------


Mission: Capture and Control

Deployment: Spearhead

Initiative: Tyranids


-------------------------------------------------------------------


Report will be up either later today or sometime tomorrow. Let me know what you guys think.


This message was edited 6 times. Last update was at 2011/11/02 02:25:41



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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





Looking forward to this. Personally, I feel the GKs will pull it out. 96 S6 shots a turn is very impressive, though.

"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown

"Yeah, f*ck you too!" - R.J. MacReady, The Thing 
   
Made in gb
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London

Can't really tell at the moment, looking forward to a good battle though.
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

I'm really psyched for this report, I'm putting my money on the Nids (and not just because I got a preview of the proceedings )

   
Made in us
Fixture of Dakka





San Jose, CA

PRE-GAME ANALYSIS:

Grey Knights:
Normally, the grey knights, especially Draigowing, match up well against Nidzilla. By the ways, for those newer to 40K, Draigowing is a grey knight army with Draigo as its HQ and primarily paladins as troops and nidzilla is a tyranid army with mainly monstrous creatures. However, one of the weaknesses of the tyranid army was addressed in my fandex....namely, tyranids getting insta-killed by force weapons and/or S8 attacks.

Moreover, buffed-up carnifexes are very dangerous. Consider this deathstar. Tyranid Prime joins the brood of 3 dakkafexes (that's a carnifex with dual twin-linked devourers). He gives them Preferred Enemy. Swarmlord also slaps on Furious Charge and Hive Will to make them Eternal Warriors. Finally, tervigon gives them FNP. Now you're looking at a unit with 36 TL-S6 shots and then charging at I4 with 15 re-rollable S10 attacks (not including the Prime). They're T6, have the protection of Shadows in the Warp and finally, don't care about GK force weapons (assuming Hive Will doesn't get blocked by the librarian). But most dangerous of all, they are insta-killing the paladins. And then there's the Swarmlord....

Nids have also got some very dangerous firepower as well....96 twin-linked S6 shots, 12 S8 impaler shots and a S8 template that can shoot out to 24". Just the devourers alone against terminators, that's:

96 shots, 72 hits (due to being twin-linked), 60 wounds, 10 failed 2+ armor saves. That's some pretty nasty firepower. Tyranids definitely have some impressive offense.

But despite tyranid offense, grey knights actually have the advantage here. They've got less Kill Points in Annihilation, better mobility for Capture & Control and potentially more scoring units due to Grand Strategy in Seize Ground.


Tyranids:
While Tyranids have some dangerous offense, this won't be cakewalk for them either. Paladin shooting is dangerous enough to wipe out an entire unit of monstrous creatures a turn. Well, maybe not the carnifexes, but they can certainly do a number on the Swarmlord and tervigon. 16 S7 rending psycannon shots backed by 12 S5 shots is very respectable, although that can be mitigated somewhat with FNP.

Then they've got the Brotherhood Banner. If their librarian can negate Hive Will, then the brobanner can do to tyranids what Dark Excommunication does to daemons. It will really f*ck them over.

Finally, the GK's have got mobile dreadknights. Dreadknights can do a number on any tyranid unit not named the Swarmlord. Even with Shadows, they have a 50% chance to force weapon a TMC (Tyranid monstrous creature) to death. The last time my tyranids went up against the grey knights, I made the mistake of letting his dreadknight live. I was winning up until that point. Then his dreadknight proceeded to force weapon 2 tervigons, my tyrannofex and my hive guards to death and win the game. Alas, with 20 paladins and Draigo, tyranids may have no choice but to ignore dreadknights initially.


--------------------------------------------------------------


Deployment:
Note: I will refer to tyranids is "my, mine and I" and to the grey knights as "he, his and him". This makes writing a little easier.


Tyranid deployment. I am proxying all but 1 carnifex as dakkafexes. The bottom-left carnifex is a tervigon. I am also using the biovores as pyrovores in this game.


Tyranid objective here. I leave the unit of termagants in reserves.


Grey Knight deployment. The 2 heavy weapon terminators are psycannon proxies and I am running Lysander as Draigo (my Draigo isn't finished yet).


Draigo uses Grand Strategy to make both dreadknights and the vendread scoring. His vendread is guarding his objective.


Another perspective of both forces deployed.


Finally, an overview of the map.

Grey knights fail to steal the initiative and we begin.


--------------------------------------------------------------

This message was edited 2 times. Last update was at 2011/11/01 16:04:29



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Tzeentch Veteran Marine with Psychic Potential





As someone who absolutely loves Carnifexen, seeing 8 of them warms my heart.

"Forget it, Jake. It's Chinatown." - Lawrence Walsh, Chinatown

"Yeah, f*ck you too!" - R.J. MacReady, The Thing 
   
Made in us
Fixture of Dakka





San Jose, CA

Tyranids 1

Tyranids advance. Tervigon casts FNP on itself and the Swarmlord. Pyrovores fire their S8 flamespurt, covering 7 paladins.


They insta-gib 2 paladins - the hammer and a halberd. Hive guards open fire but fail to kill any paladins. Then 2 broods of dakkafexes open fire, putting 6W on Draigo's unit, including 1W on Driago himself, 1W on the librarian and 1W on the warding stave.


Finally, the brood of 2 carnifexes opens fire on the other squad of paladins and causes 3 Wounds to them.


Grey Knights 1

Paladins advance.


Dreadknights go after my right flank (with my brood of 2 carnifexes).


Overview of GK movement.


Paladins go after the pyrovores, who go-to-ground. Shooting is dismal and I only lose 2 pyrovores, with the 3rd taking 1W. Psyfleman shoot down 1 hive guard.


Dreadknights fire at carnifexes and hive guards. Their heavy incinerator covers a lot of territory, killing 1 hive guard and putting 1W on another plus a carnifex (from the brood of 3).


Finally, right paladins (from tyranid perspective) shoot down 1 dakkafex from the brood of 3.


Tyranids 2

Overview of the top of Turn 2.


Nids advance. Termagants don't come in from reserves yet. Tervigon casts FNP...but gets hooded both times by the librarian.


Tyranid Prime breaks off and joins the forward brood of 3 dakkafexes. Swarmlord successfully casts Hive Will on himself. I make a mistake here...should have cast it on the Fexstar unit. Mental error on my part. However, Swarmlord does manage to succesfully Paroxyse Draigo's unit. He also gives the fexstar Furious Charge and the tyranid prime casts Preferred Enemy on them.


Dakkafex shooting kills 1 psycannon and 1 sword and puts some more wounds on them, including another 1W on Draigo.


The other 2 broods of dakkafexes put some more wounds onto his 2nd paladin squad, killing 1 sword.

Hive guards, once again, fail to insta-gib any paladins.


Deathstar versus deathstar. Which star shines the brightest?


Draigo fails to cast Hammerhand due to Shadows, but the librarian manages to cast both Hammerhand and Might of Titans. The paladins are now hitting at S6.


Because of my silly error, he manages to force weapon all 3 carnifexes to death thanks to the Brotherhood Banner. However, the halberds only force weapon 1 carnifex to death, so 2 can still fight. 10 attacks, with re-roll's to hit and insta-killing on 2's....somehow, paladins can't make a save (including the warding stave) and the fexes wipe out all 6 paladins as well.


The only survivors are the 3 Independent Characters. The Prime loses 2W out of 5 No Retreat saves.


Grey Knights 2

Overview of the bottom of Turn 2.


Paladins advance.


As does the dreadknights.


One dreadknight fires at the tervigon. His template hits both the tervigon and the 2 pyrovores, killing 1 on them. The other dreadknight fires at the 2 carnifexes, also hitting the hive guards with his template. He would kill 1 hive guard and put 1W on a dakkafex.


Paladins shoot at the Swarmlord, killing the tyrant guard and putting 2W on Swarmy himself.


Finally, the vendread kill another hive guard.


In assault, 1 dreadknight charges the tervigon....


....while the other charges the carnifexes


He puts 2W on my tervigon but fails to force weapon it to death.


The other dreadknight also fails to force weapon the dakkafexes and perils in the attempt, taking 1W. He does manage to put 2W on the dakkafexes but takes 1W in return for a tie combat. I think I made a mistake here with wound allocation. All the wounds should have gone to just 1 fex.


Finally, both the librarian and Draigo perils while trying to cast their powers. The librarian makes his save thanks to his warding stave, but Draigo takes another 1W.


They easily finish off the Prime and consolidate forwards to screen off the tyranids.

BTW, the paladins were just out of assault range for the Swarmlord.


Tyranids 3

Termagants come in from reserves.


Tervigon spawns 14 termagants without rolling doubles. Termagants will go help out on Draigo and the librarian. Tervigon tries to FNP the Swarmlord but is blocked. He does manage to FNP the newly spawned termagants. Swarmy successfully casts Hive Will on himself.


Tyranids advance. Here I am presented with a dilemma. Should the Swarmlord advance to try to stop the more deadly paladins or should he go back to try to take out the dreadknights? The paladins are a much bigger threat, but I still have maybe 1 more turn before I am forced to deal with them. The dreadknights, however, if left unchecked can rampage through my backfield and contest my objective, possibly killing all my troop choices. After thinking for a nano-second, the Swarmlord advances.


The alien menace from the perspective of the grey knights.


My dakkafexes pump 24 TL-S6 shots into Draigo and the librarian (they are both still 1 unit) and drop the both of them like a bad habit as expected (btw, I was rolling to wound vs T5).


This is exactly what I had feared. His dreadknights force weapon both my tervigon and 1 carnifex to death. In return, my carnifex puts 1W on the dreadknight. At least the termagants were more than 6" away from the tervigon.


The moment of truth. I had actually considered not charging the Swarmlord and letting the paladins charge him instead. But after thinking about it for a micro-second, decided it wasn't a good idea. So the Swarmlord charges in through terrain, casting Paroxysm on the paladins just before doing so. Paladins fail to cast Hammerhand.

So here we have Swarmy versus 9 paladins. They are hitting on 5's and wounding him on 6's (except for the hammer). Swarmy is hitting on 3's with re-rolls and wounding on 2's. However, he is striking at I1 for assaulting through terrain. Wanna guess who wins? Let's do a little mathhammering exercise:

8 halberds/swords + 1 hammer attack = 16+2 attacks.

Regular force weapons: 16 attacks, 5.33 hits (hitting on 5's), .89 wounds (wounding on 6's), .44 penetrates Swarmy's 4++.

Hammer: 2 attacks, .88 hits (due to being master-crafted), .74 wounds (wounding on 2's), .37 penetrates 4++.

So the total number of unsaved wounds Swarmy should suffer is .44 + .37 = .81, or 1 Wound.


Paladins fail to hurt the Swarmlord (rather, they fail to get past his blade parry 4++ Invuln). In return, he causes 3W. 1 is saved by the warding stave and the other 2 kills 2 paladins. They would pass morale even with a -3/-4 modifier.


Grey Knights 3

After killing the tervigon, the dreadknight goes after my scoring termagants.


His heavy incinerator kills 2.


Vendread takes out another hive guard. He is consistently killing 1 hive guard a turn. At this rate, I may run out of hive guards to hurt his vendread on the objective.


In assault, the dreadknight and dakkfafex both whiff against each other, failing to cause any wounds.


His other dreadknight assaults the termagants. He kills 6 after No Retreat saves.


Paladins cast Hammerhand. This time they are successful but perils in the attempt, killing his warding stave. Nice!


They do manage to put 1W on the Swarmlord. Swarmy then returns the favor by killing 2 more paladins. Again, paladins pass morale even with a -3/-4 modifier.


Tyranids 4

Overview of the top of Turn 4.


Dakkafexes and termagants go after the dreadknight.


My last hive guard advances. Swarmy casts Hive Will on himself.


Dakkafexes cannot reach the dreadknight so runs. Termagants assault the dreadknight, hoping to lock it in place so that carnifexes can charge next turn.


Hive guard runs. I actually make another mistake here. Since the Swarmlord can cast 2 psychic powers, I actually cast Hive Will twice, once on himself and the other on the dakkafex locked in combat with the dreadknight. It wasn't until after the game that I recalled that the 40k FAQ only allowed the casting of each psychic power once (unless specified otherwise in a special rule). Oh well, let's just say this mistake cancels out the grey knights casting of Might of Titan in the opponent's assault phase.


Dreadknight kills 2 gaunts.


Due to my illegal casting of Hive Will, his other dreadknight opts to cast Hammerhand....and perils, killing himself.


Finally, paladins fail to get off Hammerhand but still put another 1W on Swarmy, who kills just 1 paladin. They then pass their 3rd straight morale test. Swarmy is down to his last wound.


Grey Knights 4

Overview of the top of bottom of Turn 4.


His vendread tries to take out my last hive guard, but I pass 3 out of 4 cover saves!


Dreadknight wipes out the unit of 2 termagants and kill 6 from the larger squad after No Retreat saves.


Finally, even without the help of Hammerhand which they fail to cast, his halberds cause 2W to the Swarmlord, who fails one of them and dies. But just before he dies, he swipes at the paladins with his bonesabres and wipes out all 3.

Uh oh, I've just lost Synapse and Shadows in the Warp.


Tyranids 5

Overview of the top of Turn 5.


Hive guard passes his Instinctive Behavior test and finally gets within range to shoot at the vendread....but misses both shots!


Dakkafexes get ready for the charge.


Their assault is without risk. They no longer have the protection of Shadows.


The dreadknight makes them pay, insta-killing 1 dakkafex and putting 3 wounds on the other. Dakkafex only cause 1W on the dreadknight. 5 termagants die to No Retreat. There is only 1 termagant remaining.


Grey Knights 5

Vendread wipes out the last hive guard and the tyranid's chances for any sort of victory.


The dreadknight puts the nail in the coffin when he wipes out the last tyranid scoring unit as well as insta-killing another dakkafex.

Game goes on for another turn.


Tyranids 6

Dakkafex shoots and causes 1W to the dreadknight. He then fails morale!...


....and falls back 5".


Grey Knights 6

Dreadknight continues falling back.


However, he is able to get in one more heavy incinerator shot, killing the pyrovore.


Game ends this turn.


Tyranids have no more troops to claim the objective.


And the grey knights have a turtle biting their vendread's arse.




Victory to the Grey Knights!!!


This message was edited 3 times. Last update was at 2011/11/02 02:11:17



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
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Made in gb
Been Around the Block




Great Batrep! I think the tyranids may now win this, as draigo is severly wounded, and they can combo charge him, and finsih off the dreadknights fairly quickly (hopefully! ) Great batrep!
Sqallum

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Made in us
Fixture of Dakka






San Jose, CA

I think your Tyranids are being way too aggressive - use that massed S6 shooting, instead of diving straight into the Paladins!

jy2 wrote:Draigo fails to cast Hammerhand due to Shadows, but the librarian manages to cast both Hammerhand and Might of Titans. The paladins are now hitting at S6.
That's a no-no; you can't cast Might of Titans on your opponent's turn.

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Oshawa Ontario

Janthkin wrote:I think your Tyranids are being way too aggressive - use that massed S6 shooting, instead of diving straight into the Paladins!

jy2 wrote:Draigo fails to cast Hammerhand due to Shadows, but the librarian manages to cast both Hammerhand and Might of Titans. The paladins are now hitting at S6.
That's a no-no; you can't cast Might of Titans on your opponent's turn.


On a related note; Wouldn't HH + MoT stack to S7?

MoT = S6
HH = +1
6 + 1 = 7?

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In front of my computer

Carnage43 wrote:
Janthkin wrote:I think your Tyranids are being way too aggressive - use that massed S6 shooting, instead of diving straight into the Paladins!

jy2 wrote:Draigo fails to cast Hammerhand due to Shadows, but the librarian manages to cast both Hammerhand and Might of Titans. The paladins are now hitting at S6.
That's a no-no; you can't cast Might of Titans on your opponent's turn.


On a related note; Wouldn't HH + MoT stack to S7?

MoT = S6
HH = +1
6 + 1 = 7?


He meant that the combination of the base strength of 4 and the bonuses from and Might of Titan gave the Paladins of total strength of 6.

Hammerhand: +1 Strength
Might of Titan: +1 Strength, +1d6 to Armor Penetration, can only be cast in owner's turn (I second Janthkin's statement by the way)

Other than that, great report jy2 ; clear as always and great battle!

May the best genetically enhanced super human or oversized hunger-fueled bug wins!

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"In confusion there is profit."

 
   
Made in us
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San Jose, CA


2nd half of battle report should be out today.


Sqallum wrote:Great Batrep! I think the tyranids may now win this, as draigo is severly wounded, and they can combo charge him, and finsih off the dreadknights fairly quickly (hopefully! ) Great batrep!
Sqallum

Draigo and libbie doesn't stand a chance next turn. Those carnies may not even need to charge them. They'll going to be eating 24 TL-S6 shots. They're both down to 1W left each and statiscally, should fail 2.5 wounds.


Janthkin wrote:I think your Tyranids are being way too aggressive - use that massed S6 shooting, instead of diving straight into the Paladins!

jy2 wrote:Draigo fails to cast Hammerhand due to Shadows, but the librarian manages to cast both Hammerhand and Might of Titans. The paladins are now hitting at S6.
That's a no-no; you can't cast Might of Titans on your opponent's turn.

The thing is, my hive guards need to reach shooting range of the vendread on objective. Otherwise, nids have no chance of winning. Every turn tyranids don't advance diminishes their chances of victory more and more.

As for MoT, I actually knew that....but forgot about it during the game. Another mental error caused by inexperience with paladins. It'll get better though. Thanks for the reminder.


Carnage43 wrote:
On a related note; Wouldn't HH + MoT stack to S7?

MoT = S6
HH = +1
6 + 1 = 7?

M'Kachen's Nemesis wrote:
He meant that the combination of the base strength of 4 and the bonuses from and Might of Titan gave the Paladins of total strength of 6.

Hammerhand: +1 Strength
Might of Titan: +1 Strength, +1d6 to Armor Penetration, can only be cast in owner's turn (I second Janthkin's statement by the way)

Other than that, great report jy2 ; clear as always and great battle!

May the best genetically enhanced super human or oversized hunger-fueled bug wins!

Couldn't have said it better myself.



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San Jose, CA

jy2 wrote:
Janthkin wrote:I think your Tyranids are being way too aggressive - use that massed S6 shooting, instead of diving straight into the Paladins!

The thing is, my hive guards need to reach shooting range of the vendread on objective. Otherwise, nids have no chance of winning. Every turn tyranids don't advance diminishes their chances of victory more and more.
That's why you have outflanking- er, dormant Ymgar- er, long-range Tyrannofex- er, yeah.... Ever noticed that we have different theories of list design?

(Actually, I'm also wondering why a Ven Dread was left to hold it, instead of a Dreadknight. MUCH harder for Tyranids to drop a Dreadknight at range, and that would have kept Reinforced Aegis available for the Paladin advance.)

This message was edited 1 time. Last update was at 2011/11/01 23:27:19


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Cleveland, OH

Nooooooo why isn't the rest of it our yet :( I need to know who wins!

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San Jose, CA


Battle report completed.


Janthkin wrote:That's why you have outflanking- er, dormant Ymgar- er, long-range Tyrannofex- er, yeah.... Ever noticed that we have different theories of list design?

(Actually, I'm also wondering why a Ven Dread was left to hold it, instead of a Dreadknight. MUCH harder for Tyranids to drop a Dreadknight at range, and that would have kept Reinforced Aegis available for the Paladin advance.)

I must admit, this isn't really a balanced tyranid army. That's because I chose to forego balance in order to fit as many dakkafexes in there as possible....along with the Swarmlord. You could say that this list was intentionally unbalanced.

One of the things I used to love about the old nids were their fricking cheap dakkafexes. While I didn't go as low as the 4th edition carnifexes, one of the goals of the fandex was to make the carnifexes usable again. I basically wanted to test out how strong a carnifex-heavy tyranid build was. You can probably bet that my balanced tyranid army won't be as carnifex-heavy.

The reason why the dreadnought was holding the objective was because I needed the assistance of the 2 dreadknights on offense, whereas the dreadnought can still contribute to the offense from a distance. Yeah, you sacrifice on the Reinforced Aegis, but a vendread on an objective is also damn tough to take out. Then, as you can see from the report, the dreadknights provided excellent offense. What's better than 3 threats? Having 4 threats to pressure the opponent and force him to divy up his offensive resources.

iBambam wrote:Nooooooo why isn't the rest of it our yet :( I need to know who wins!

Ask and ye shall receive....




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Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
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Cleveland, OH

^ Thanks! As a Nid and GK player I loved this bat rep. I really want to figure out what kind of a Nid list (regular or fandex) can take out GK. It's very interesting to me.

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Aww so close, blasted Dreadknights! Needed more toxin sacs and Genestealers I think!

   
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I think a deep striking harpy would have handled that dread maybe.... Or even Mawloc it off the board

Good game, I love Nids... I think even in their current state they can rock it just takes more finesse then nidzilla used to...

   
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Good Batrep, the nids seemed to fair well which is surprising to me, and pretty good.

 
   
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If you dont mind me asking where did you get the playing surface from and how much? I have a table I built and would love to cover it with something like that.

Thanks in advance, GK for the win

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@jkpz28 looks like the battle mat from GW to me. Its about $30 on the website.

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Awesome thanks, That will go perfect on my table top I built.

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iBambam wrote:^ Thanks! As a Nid and GK player I loved this bat rep. I really want to figure out what kind of a Nid list (regular or fandex) can take out GK. It's very interesting to me.

Well, this list was certainly able to go toe-to-toe against the GK's. It's only weakness was its imbalance. Without any mobility and with only 2 troop choices, as you can see, it had problems making it to the enemy objective as well as trying to hold its own objective.

But it was designed this way with a purpose....I wanted to see if a carnifex-heavy tyranid army was a viable build.


Andilus Greatsword wrote:Aww so close, blasted Dreadknights! Needed more toxin sacs and Genestealers I think!

Yeah, that's the 2nd time my nids got screwed over by dreadknights again....in 2 games! Next time, I can't take them lightly again. You can bet I'm going to sic Swarmy on them.

Genestealers may come in a future test game. The fandex still needs some playtesting, especially of the newly modified units.


Red Corsair wrote:I think a deep striking harpy would have handled that dread maybe.... Or even Mawloc it off the board

Good game, I love Nids... I think even in their current state they can rock it just takes more finesse then nidzilla used to...

Yeah, mobility is sorely lacking in this build. That's one thing I'm going fix next game...with T7 2+ save trygons! My next test game may be with a very fast tyranid army.

Honestly, I like the nids as they are right now. One of the things I really enjoy about them is the challenge. They may not be able to keep up with the newer, more extreme builds, but I love the challenge of trying to do so.

But I also enjoy the "what if" scenario as well. What if tyranids were a little bit different, a little bit more capable of competing against the newer power builds? It's always intriguing to see how different things could be with just a few tweaks, though the tougher challenge is to not go overboard and make them OP.


Lord Magnus wrote:Good Batrep, the nids seemed to fair well which is surprising to me, and pretty good.

I actually think that the current nids can compete with almost any army build out there. It's just some of the newer, more extreme builds that give them a harder time. But against many of the normal armies out there, a balanced tyranid army is a terror to play against.


jkpz28 wrote:If you dont mind me asking where did you get the playing surface from and how much? I have a table I built and would love to cover it with something like that.

Thanks in advance, GK for the win

bazookatooth wrote:@jkpz28 looks like the battle mat from GW to me. Its about $30 on the website.

Right. You can get it at any GW store or you can order it online.

This message was edited 1 time. Last update was at 2011/11/02 14:56:02



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Great rep JY, and damn close! I think your Fandex is far more balanced than the actual dex... they should hire you! lol

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That was epic, truly. Massive bugs crashing into a wall of shining steel! Thanks for another great report jy2.

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Thanks for the battle report,
It is sad that even a modified fandex Tyranid list still can't beat a freaking Grey knights list though, just adds to the whole "grey knights are too powerful" story.

 
   
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Nice battle report. Very good, good pics, and good narrating.

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IG88 wrote:Thanks for the battle report,
It is sad that even a modified fandex Tyranid list still can't beat a freaking Grey knights list though, just adds to the whole "grey knights are too powerful" story.


Well not necessarily, it wasn't a very balanced list - no real mobility or redundancy. It was mostly just to test out if Pyrovores and Carnifexes don't suck anymore, and in my opinion they have been much-improved over their current incarnations. Also, Hive Will is a great addition to the Tyranid psychic arsenal.

   
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Not to sound like a total jerk (but I'm going to anyway) why did you decide to commit so much time and effort into writing something that will ultimately have no bearing on the future of the game? I know there are deficiencies in the codex, but did you write the codex to fix them or to solve the problem of an "underpowered" and underperforming army? Plus, if tournaments are in your your future, wouldn't writing a fandex become more of a burden, as now you have two codices for one army?

Also, since the Grey Knights can be rather shooty, did you really show that you fixed anything by using a table with absolutely no cover or LOS blockages whatsoever? Especially since that tends to be the #2 complaint of 5th edition Tyranid players is their vulnerability vs Marine shooting?

This message was edited 1 time. Last update was at 2011/11/03 03:58:57


 
   
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jkpz28 wrote:Awesome thanks, That will go perfect on my table top I built.
Ack, don't pay GW's stratospheric prices! Any fabric store is gonna have the same green color (slightly different texture) for less than $3 a yard ... more than 4' wide too. I have desert tan, black and the golf course green, all for under $10. That GW slick-ish grass mat is good, but for one-tenth the price, buy felt.

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