Hey guys. I promised I'd get another batrep done this weekend, using a list that was night and day from the gant farm list I batrepped earlier. Well Nash was kind enough to let me beat up on him again, this time using mostly his own models

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Ok, the lists...
Face eater nids...
alpha warrior with death spitter, adrenal glands
3x zoanthropes in a pod
3x zoanthropes in a pod
deathleaper
4x warriors with deathspitters and adrenal glands in a pod
11x genestealers with toxin sacs
9x genestealers with toxin sacs
10x genestealers with toxin sacs and scything talons plus a broodlord with scything talons
mawloc
mawloc
Nash's witch hunters list...
palatine with bra of fire
5x celestian retinue with 2x meltas in an immolator with smoke launchers, searchlights and extra armor
5x celestians with 2x meltas in an immolator with smoke launchers, searchlights and extra armor
5x celestians with 2x meltas in an immolator with smoke launchers, searchlights and extra armor
5x celestians with 2x meltas in an immolator with smoke launchers, searchlights and extra armor
5x storm troopers with 2x plasma guns
5x storm troopers with 2x plasma guns
platoon command squad with autocannon and 2x flamers
infantry squad with autocannon and commissar
infantry squad with autocannon
infantry squad with autocannon
heavy weapons squad with autocannons
heavy weapons squad with autocannons
heavy weapons squad with autocannons
heavy weapons squad with autocannons
heavy weapons squad with autocannons
exorcist
immolator with smoke launchers, searchlight and extra armor
immolator with smoke launchers, searchlight and extra armor
Ok, 5 objective seize ground, like all my first games with a new list. Nash got to place the first objective, and went dead center but close to deployment edge, I was trying to place objectives near short table edges for genestealers to get to them.
I won the roll and chose to kick. Nash deployed with a dual firebase that was separated by a wall of 5 immolators. His exorcist and three of his
HWS deployed on the short edge far away from the objective I placed, making me have to choose between killing them or scoring the objective with my genestealers. His deployment and the two turns of moving looked like this...
And after all the moving....
Alright... Nash has popped smoke all over, but his exorcist didn't buy it (silly 3rd edition codex) I joined the warriors with the alpha then rolled reserves. I got the warriors, one zoanthrope unit, two mawlocs and the 11 man genestealer unit and the broodlord unit. The genestealer units split... broodlords unit arriving near the exorcist firebase and the 11 strong genestealer unit arriving next to an objective. My pods both landed around where I wanted to. My zoanthrope pod landed just in front of the exorcist, and the warrior pod landed in the pocket behind nash's blocking immos.
For an army with
CC punch, I had a pretty spectacular alpha, the zoanthropes blasted apart the exorcist, the warriors blew up a storm trooper immolator, the warriors drop pod managed to shake another one. Even bigger was the zoanthrope drop pod which managed to insta-kill an autocannon, this was huge because it opened up a dual charge for the broodlords unit, in the assault phase the broodlord got to two autocannon
HWS, and the 11x genestealer unit got to the left-most storm trooper immo.
Mawloc entry #1
Mawloc entry #2. I used this point specifically to push Nash's immo as close to the table edge as I could to set up a stealer charge.
Zoanthrope and broodlord arrival on left flank... yes that is a tomato can. That zoan that s all by himself is just resting there, the hill is too steep for his top-heaviness.
Genestealer and mawloc arrival. The stealers and mawloc death from below did everything you could do to a tank without wrecking it.
Warrior arrival...
Ok, top of turn 3, Nash goes to work... His shooting removes the warriors completely off the playing surface. Also, quite a bit more genestealers than I'd like were burned off table as well. Both units are still at fighting strength, but now my eyes are firmly fixed on keeping them protected, he cut through quite a bit of my troops...
What warriors?
Bottom of 3, I get one more stealer unit. Deathleaper has refused to come in, making me roll reserves like just some regular stiff.
I cinch in the stealer flankers, and head right for the surviving firebase, with some hot fleet rolls, it looks like both units will make it to someone, and the fresh unit that just arrived is going to take over on the immobilized immolator on my right flank. The other mawloc charges the palatine's retinue. They go invulnerable on him and he ends up losing combat, losing a total of two wounds.
The mawloc and the stealer unit consolidate after wrecking a ten man infantry squad...
Top of 4 and Nash is hell bent to knock out my stealers, He gets the broodlord down to himself and one other stealer, and gives the 11 man unit a morale test as well, which they pass. other than that he insta-killed a tomato can, and said go. In
CC his celestians hung on against the mawloc.
Bottom of 4, the hammer falls. Well, Nash didn't have enough gas left in the tank to wipe out my stealers, and I have enough maneuver room to declare a couple dual charges. So as long as my zoanthropes keep their amazing performance going, I should be sitting pretty. My last zoanthrope unit shows up and so does old deathleaper.
What was that?
Second zoanthope unit drops and pops!
In the assault phase, this ugliness was happening to the witch hunters....
The last stealer unit that entered has killed off the storm troopers and their immo, and has consolidated to this objective.
After we wrapped up those assaults it appeared to us that the learning was done, and I was heading for a table sweep. So it was called. Again, Nash hasn't been following the nid rumors, so he is just walking into a bunch of unknown units. I helped him with target priority, but certainly a big problem with his list is how static it is. It would have fared much better against my foot nid list I batrepped a couple days ago, but he just got completely enveloped, and his super high model count didn't account for as much because I was actually equipped for
CC.
This was majorly educational for me. There were some units that I thought were going to be stars that were just ho-hum, and there were some guys that really shined. Lemme just go through the army list.
alpha warrior and warrior squad in pod - Although these guys got taken out super fast, they did have the alpha strike capability to kill off a vehicle on landing. They just landed right on the front door of Nash's main firebase and were pretty doomed. Meltas were working this unit painfully hard, just like you would imagine. Nash figured out pretty quick to put the strength 8 on zoans and warriors and spore pods and to put the autocannons on the
MCs and genestealers. All in all, I'd take it again, as its a pretty good place for the alpha warrior to go in a list like this. And I feel liek in an all reserve list, the alpha warrior beats out the winged hive tyrant and the parasite pretty handily.
zoanthropes in a pod - Uh, YES! these guys were fantastic. As good as the hive guard were in my other batrep, with death leaper breaking psychic hoods, they gain a bunch more reliability, and that strength 10 lance with ap1 was exploding tank after tank with ease. 3+ invulnerable is just enough protection to save yourself against a sprinkling of squad meltas, and it is so nice to not have to hug the pod to give yourself a cover save. Top tier excellent unit in a pod.
deathleaper - Well, he was a real bust this game. When you field him you are fielding him for 140 points of anti-psychic hood. His actual existence on the playing surface was pretty pointless this game. it would have been nice to have him show up on turn 2 so that i could have actually used his +1 reserves. He came in so late that all he really did was take one rear shot at an empty immo with his flesh hooks. I know this one game isn't going to be a good judge for him, but I'm kind of pissed that I feel like I have to buy him to shut down psychic hoods to make my zoans work versus marines, because it looks like in many games, thats all hes really gonna be doing. And that is 140 points of shutdown. You could almost field two more zoans in a pod for his cost. I'll give him a couple more tries, especially versus a thunder hammer termie unit with librarian in land raider, which is probably the single most frightening unit I can think of for nids.
genestealers - I'm not an old school nid guy, so I don't know a lot about the history of this unit... but I'll say that I was pleasantly surprised by the toxin sac stealer. A good troop choice for a reserve army like this one. I ran one as 11 and one as 9, to see what size I like better.... 9 was ample.
genestealers with scytals and broodlord - way, way overkill. I don't know what I saw in the broodlord. I used one of his psychic powers, and it had no impact, he costs damn near three more stealers, and
id have purchased them in a heartbeat over him. His -1 leadership ability is for the purposes of morale tests only, so he isn't a death leaper stand in. There was a point where Nash looked like he was going to be able to knock out all of my troops, and i was thinking that Im definitely needing another stealer unit, and I'll be cutting the broodlord and scytals on this unit to make room for it.
Mawloc - The biggest dissapointment of the night. His underground blast marker hit vehicles twice, and did nothing, I was constantly evaluating whether or not to reburrow for another blast, but kept thinking I'd rather lock Nash's shooty army down in
CC. So I continually opted to charge instead, I had to pass a couple of instinctive behvaior tests, which was added silliness, and then once in combat, the non-rerollable WS3 attacks were erratic. The squishy units I wanted to pop up under were all so close to the table edge that I risked a mishap just looking at them. I originally liked them fro their last turn objective popping and blocking, but since you have to set that up a turn early, and have no guarantee on when the game will actually end, that combo seems more of a pipe dream to me. I'd have much rather preferred trygons in this slot here.
So, that is the other extreme of nids. We looked at the "I'm T6 or T3, you won't be insta-killing me and I'm a tough wall of meat" list, and here is the "oh my god the sky is falling, please not in the face!" list. One is completely sturdy, but predictable and vulnerable to
CC, the other is oppositley unpredictable for both players, but has some hard hitting alpha striking shooters mixed in with some efficient
CC units that are arriving non-traditionally.
Now that I've seen both of these goal posts, I will hopefully be able to work on a list that works for me. One that has elements of attack, but also contains a core of sturdy
MC wounds and shooting.
Thanks for reading.