Switch Theme:

1750 new nids versus space marines  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut






Los Angeles, CA

Alright, my final pre-release batrep for nids, and this one was a barn burner. I wanted to make sure I faced the single unit I feared most before I finalized my first version of my list. If you don't know off-hand what the nastiest anti-nid unit is, you will after this batrep.

Somnicide was my opponent, he piloted a tweaked version of a space marine list that we co-wrote. He is a space marine player, and a good one... so i didn't have to worry too much about him sandbagging. After my first two mono-dimensional lists, I took my favorite elements from each and built a 1750 with some synergy. It's pretty close to finalized, I really like it...

Here are the lists...

NIDS

hive tyrant scything talons, heavy venom cannon, adrenal glands, paroxysm, psychic scream, ancient enemy
2x tyrant guard with scything talons and rending claws

2x hive guard

2x hive guard

2x hive guard

10x termagants

10x termagants

tervigon with crushing claws, catalyst, adrenal glands, toxin sacs

tervigon with crushing claws, catalyst, adrenal glands, toxin sacs

10x genestealers with toxin sacs

mawloc with adrenal glands

carnifex with heavy venom cannon, scything talons, adrenal glands and frag grenades


MARINES

librarian with null zone and avenger

ironclad with heavy flamer in drop pod

ironclad with heavy flamer in drop pod

7x terminators in land raider crusader

10x tactical marines with missile launcher and flamer in a rhino

10x tactical marines with missile launcher and flamer in a rhino

thunderfire cannon in drop pod with deathwind launcher

thunderfire cannon in drop pod with deathwind launcher


Ok, you know the drill by now, 5 objective seize ground pitched battle. I won the roll to go first, and since I wanted to get catalyst off before his shooting phase, I took first turn and the better side... this was my deployment (sorry for the proxies)

On my left flank I have a unit of termagants spread in one rank as wide as i could go. In the gaps between them those warriors are representing hive guard. I have two units of two. The first mistake is that the farthest one out there is out of synapse.

Here is my center and my right flank. The hive tyrant is the empty 60mm base, and the two tervigons are the empty valkyrie bases. I've got the tyrant guard getting cover, which gets the whole unit cover, and the tervigon behind the hive tyrant is hoping to get some cover from certain angles via the hive tyrant model. The carnifex is not going to be getting cover, but will be my primary target for catalyst and he will be hopefully providing cover for the tervigon behind it. That painted valk base in the back represents the mawloc. I am deploying him on table within synapse so that I can use his reburrow on turn 1. Guaranteeing a turn 2 arrival.

Somnicide deployed like this...

Both combat squadded units found cover, the land raider was as close to table center as possible and the thunderfires deployed into the extreme corners of either side. in reserve went two deathwind pods empty and two ironclads in pods.

Ok top of turn 1. Nids surge forward. I am just barely starting to et a feel for how the gant farm plays. Next game I'll be even better, but the basic concept is to move up as far as you can, keep tank shock screens in place to protect the tervigons, and try to shoot. One of the drags I discovered when reading the english copy of the codex at my FLGS is that every single nids psychic power except the broodlord powers is a psychic shooting attack. Yes, even catalyst. It is a shooting attack that automatically hits a friendly unit. That means, no running pretty much, ever with the tervigons and hive tyrants. it also makes paroxysm a LOT more tricky to get off. Conversely, the termagants that show up off of the tervigon can move run and assault the turn they arrive, and they can arrive up to 6" away from him, so they can reach out and touch someone FAST. I shot very poorly, only managing to kill one memeber of the combat squad in the building and crew stunning the rhino on my left flank. I made one real small unit of termagants and one average sized one, and didn't get doubles on either. I got off two catalysts through the psychic hood, one on carnifex and one on the hive tyrant.


Left flank

Right flank

Bottom of turn 1. After talking everything over, Som decided to call for his deathwind pods. Ultimately it is a judgement call whether or not he should have brought the ironclads down or not. As it stood after one movement phase, the land raider couldn't tank shock and disembark because all of the doors would be blocked. So he felt like he wanted to have time to thin out some gants before he made his big thrust (thats what she said). His shooting killed about 11 gants. Which was not nearly enough. I think his missiles were pointed at the carnifex and caused a wound. His first drop pod was set to land on an objective but scattered off of it. So rather than pace the other pod somewhere else he had to use it to block that same objective, this ended up having two drop pods on my extreme left flank.

Top of 2. Move gants up, trying and failing not to slow play. I push my luck with the hive guard unit on the left flank, and pass instinctive on them so i can shoot at a further back rhino that som has exposed. I make a massive 14 man gant unit on my left tervigon which exhausts it. I made an 11 man gant unit with the other tervie and he's still going strong! Good day for tervigons. Again, sorry for the proxies in this next pic. If it isn't painted and on a 25mm base, its a termagant. MAN you need a lot of these models and a really good way of making them distinctive. The mawloc pops up under the unit in the crater, hitting 3 and killing 2. They pass their first morale test and try to figure out what to do with this giant monster in their lines. Other than that arrival my shooting was terible, both HVC scattered off target and the hive guard could not touch the drop pods or that fresh rhino.


Bottom of 2. Som's target priority just got very difficult. he is seeing that the gant screen is going to keep his land raider out of the game for too long, so he changed his strategy a bit and just threw serious heat on the gants. Only one ironclad arrived, it debarked and laid out a heavy flamer, and his thunderfires went to work, alongside a full salvo from the LRC. I lost over 20 gants here. More than I made that turn for sure. Screening the terminators was going to be next to impossible next turn. And the ironclads pod was now blocking an objective. He tried to pick at the mawloc with what he could, but both his missiles failed to hit or wound, and his bolters pattered off his hide.

Top of 3. I could tell that on the bottom of 3 I was going to take a combination charge from the ironclad and the terms unless I could get lucky with venom cannon. I did my best to screen the lead tervigon with a new batch of 14! But that was the last new batch I'd make. I had two other termagant units converge and do their absolute best to block every exit to a tank shocking land raider. I shot my carnifex venom cannon at an approaching rhino and destroyed it. The hive tyrant decided to fling a paroxysm on the ironclad rather than shoot the venom cannon. One tervigon was going to charge a a drop pod and so couldn't catalyst anyone (remember, it a psychic shooting attack) The other didn't have anyone to really catalyst so he just ran instead, trying in vain to hide from thunder hammer death. by the time my move was done, if you walked by our table you would think I was completely dominating the marines, and I was, but I'm good enough at 40k to see what was likely about to happen if Som rolled average results. To make things worse, the slow tyrant guard/hive tyrant unit failed to roll high eneough difficult terrain to pre-emptively charge the WS1 ironclad. In other news my out of synapse hive guard unit finally went instinctive and retreated to the forest, popping off its shots at the nearby drop pod, weapon destroying it, the other hive guard unit killed the drop pod blocking my leftmost objective. In CC the tervigon rolled well on his crushing claws and punched the drop pod to shreds, it exploded but failed to hurt any of the tough nids around it. The mawloc charged and ran off a combat squad.



Bottom of 3. The convocation of space marine planning. In that gap between the two gant strings, there was a spot to debark if he guessed his tank shock distance right. Don't expect Som not to guess his distances, he played IG when you had to guess your basilisk distances, haha. The tank shock/debark goes off without a hitch, sealing the fate of my tervigon and three of my gant units. The lucky ironclad ends around against the hive tyrants unit and charges the hive guard on the other side of the pod. the other ironclad arrives and essentially takes the place of the orginal ironclad, lending his flamer to the gant cleanup operation. The gant cleanup operation was almost total. The thunderfires were mean this whole game, ignoring my cover saves and picking up my gants in droves. the combat squad in rhino and the second ironclad added flamer, and the land raiders assault cannon was pressed into service as well. The center tervigon squeeled, releasing its stress pheromone as the terminators charged it.


BOOM! I lose the tervigon and the remainging gants from 3 of 4 units, fortunately I have the other tervigon, the genestealers and 9 surviving gants in the other unit. But, the space marines were RIGHT back in the game. Next turn will answer the question... Can I beat 7 THSS termies?

Top of 4. Ok, well... Som has "whipped it out". All his threats are on table, and close. Its basically going to come down to bloody knuckles in the mid table. I need every possible resource going into this fight, so objectives are not a concern for now. I set up the carnifex, the surviving tervigon, my gant unit and my hive tyrant and two guard into charge the termies formation. My hive guard on the left flank gets two penetrating hits on the ironclad! But as there was a tree between them, and the ironclad was 'toching' the forest. He got cover, and made BOTH! The other hive guard unit finally gets in range to the thunderfire cannon and passes synapse, they kill the gun, leaving the surviving techmarine angry. The genestealers finally show up on the other flank and trash the thunderfire before getting a good consolidate. The hated thunderfires are dead, but they had easily already accomplished what they needed to do.

Ok, so Som's hood is 0 for 5. The only psychic power that is going to matter is incoming. I pass parxysm and then roll a 2 for the hood check. Come on 0 for 6! Nope, the hood is 1 for 6, and it stopped a VITAL power. Everyone charges, and through 'masterful' assaulting, I manged to engage every one of his 6 surviving terminators, meaning that only one could attack the fex, only one could attack the hive tyrant and only one could attack the tervigon. The furious charging, poisoned, preferred enemy termagants caused 11 wounds out of 9 models... pretty impressive yeah? The hive tyrant and guard went off as well. All in all, I handed him twelve 3+ saves and seventeen 2+ saves over that charge. Som decided to be a dick and only lost 4 terminators. Haha, the game was SOOOO on at that point.

Bottom of 4. Som has one mobile rhino with a combat squad left alive, and I have the tervigon, 6 gants and a full genestealer unit. However, the tervies and the gants are about to be locked up in a dangerous CC, and the genestealers can be blocked by the land raider, and his rhino had slipped completely away from the fight. And was way far away from the action near an objective. Som spent some time deciding whether or not he should join the combat in the center with one or both ironclads, and what he should do about the mawloc and the hive guard. he decided to hedge and charge the mawloc with one ironclad and charge into the scrum with the other. My new problem is how hard are ironclads to kill in cc. HARD. My hive guard shoot at the land raider and do nothing, the other hive guard unit takes some shooting from the rhino on the other flank and decide to hoof it. My right flank has officially collapsed. In the ensuing CC the hive tyrant and guard and termagants shred the remaining two terminators before they swing. The tervigon gets another good crushing claw roll and is still preferred enemy from the hive tyrant, and gets two pens on the ironclad, but i get a crew shaken and a stunned. I take two wounds for my trouble on the tervigon. the only good news to come from this is that when attempting to consolidate towards the ironclad, the carnifex was unable to reach him, and was therefore free to consolidate and help out his mawloc friend on the next turn.

Top of 5. Potential last turn, and I am stuck on this damn ironclad! The carnifex lines up against the ironclad that has charge my mawloc, and my genestealers move to surround the objective. The hive guard take one more shot on the land raider to no avail, In assault the carnifex soccer kicks the ironclad across the field, shattering him into a million pieces, but the hive tyrant and tervigon keep coming up short. With preferred enemy in place and with the crushing claws, I was getting lots of hits, and a decent amount of penetrates, but vehicles just aren't easy to finally kill off, I immobilized it, but it managed to put two more wounds on the tervigon.

Bottom of 5. If I can't kill this ironclad in table center, and the game ends, I'm about to lose 0-1. The land raider tank shock blocks the genestealer objective. Shoots some stealers, and then we are right back to the assault phase. The tervigon never finds out how many crushing claws he gets because he gets killed off by that blasted ironclad. I was fortunate enough to survive the explosion with 2 of my termagants, and the hive tyrant still can't kill the damn thing. Please don't end... please don't end... it doesn't end!

Top of 6. I realize that the mawloc sucks.So now I think, oh its no big deal, I'll just reburrow so that I can pop up under the scoring rhino. Uh oh, you can't deep strike on any turn that you re-burrow, so if I reburrow this turn, then i have to hope there is a turn 7, and then I have to hope that I don't scatter off of the objective. Forget it, I decided to help the carnifex on the land raider. In the assault phase my hive tyrant FAILS to kill the ironclad again, and the ironclad swings at termagants, I laugh as he is only able to kill one of the two, and we get another drawn combat. Looks like that ironclad is going to win Som the game. But wait1 Here comes the carnifex, he charges gets a single 6, which results in a pen. I had been rolling so lousy with my vehicle damage chart rolls that I went to the shelf and got a brand new never been rolled die, and threw it as hard as i could. 5 was the result. the mawloc was unneeded, the land raider was dead, and the genestealers were now scoring.




If there is a turn 7, the hive tyrant has one more chance to kill the ironclad, if he does, my lone gant can consolidate onto the center objective to give me the win.

But that wasn't my destiny. The game ended on turn 6, and we were tied 1-1. We didn't count it up, but at a glance I had a substantial lead on victory points. Not that we need a tie breaker for a test game


Ok, I have a ton of thoughts on both nids and space marines after that great donnybrook!


First, space marines... that list played exactly like it was designed to. Cleared out the tarpits admirably, and had 4 ridiculously hard elements. Early shooting from the thunderfires is all you need, throw a couple missiles out there, and then make people get hung up trying to kill terminators and ironclads for the rest of the game while your rhinos work around the flanks. Of course it is particularly nasty against armies like nids that don't have lots of meltaguns. My version of the list has a unit of two attack bikes with multi-meltas hiding behind the land raider, at a cost of no deathwind launchers and one less terminator.

Ok, now onto the nids... lets go unit by unit...


Hive tyrant. I know a lot of people are concerned about the cost. Unless you aren't running tervigons, take him. I'm not kidding. I definitely overspent on tyrant guard, and will only be running a single for a while now, but having a venom cannon in the opening turns, then having paroxysm which is absolutely devastating is pretty good. Having a large model that can game cover from even a termagant (with attached tyrant guard of course) gives you more cover for carnifexes. And his preferred enemy was outstanding. When you are running tervigons with carnifex support, you NEED re-rolls. you are WS3 with high quality attacks, and you need to win combats fast. I re-rolled so many attacks in that terminator fight. I would probably have just lost the game on turn 4 without it. I'm being careful toa void hyperbole here. Just take him if you are running a gant farm.

tyrant guard. Really just extra wounds, with half decent CC, but nothing special for their points. I'll take one so that the hive tyrant has a 4+ cover save for a turn or two, but taking more is becoming unexciting.

hive guard. In this list they weren't particularly exciting, but they would be so pivotal versus vendettas that it isn't even funny. I'd never take more than 6, but unless I had at leaset two units of zoanthropes, I would never leave home without 6.

genestealers. When furiously waiting for them to arrive to kill the thunderfire cannons I cursed that I didn't split the unit into two units of 5. I might still do that so that they'll show up faster. If you read the report it should be painfully obvious that you need a troop choice that isn't a termagant. You need to envelop, and you cn't just have 1750 in a phalanx box, you'll get shot to pieces and outmaneuvered. If I took hive commander on my tyrant, I might be tempted to switch these to hormagaunts, but I like that genestealers can threaten transports.

tervigons. Well, this is the heart of this list archetype. If i didn't like the unit, I should be playing a hormagaunt spamming version instead. For instance, if I cut both tervigons and both termagant units I could be running 67 poisoned hormagaunts. Although the simplicity of that choice is definitely alluring, I think the mnstrous creature troop, giving off feel no pain, can be made to be better than just simple horma screens. A note on crushing claws. I credit Manimal with this tech. I had given up on claws on all units when I did the math on dual scything talons. But since tervigons don't have access to a second scytal, they actually become quite good. The synergy with preferred enemy is there, and I LOVED crushing claws this game. It pushes the tervigon over the edge into a good CC unit. Not just a 200 point buff-bot.

termagants. Like I said in the batrep. 9 termagants did 11 wounds to terminators. Take a 5 point model, give it preferred enemy, furious charge, poison, and counter-attack. If Som didn't have thunderfire cannons, I would have been able to charge his terminators with 30+ of these guys. If 9 models deals 11 wounds, 30 would mean a pretty much dead unit. That would have freed my MCs up to use psychic powers, shoot venom cannons or charge other units. The termagant makes the tervigon battery work. If I had spare points, I'd inflate the orginal ten mans even more, a couple good run rolls in the early turns and they can tie up enemy shooting units, until you can get the tervigon in range. And then they hulk out.

Carnifex. Well, in theoryhammer you should know that being strength 10 on the charge is a significant increase in effectiveness. Well, in practice, this beast killed a land raider and an ironclad on the charge and killed a rhino with his HVC. Is he costed more than he was in 4th? Obviously yes, is he required kit for a gant farm army that doesn't want to gamble on the ultra fragile zoanthropes? Yes... Did som wish he had been throwing missiles at it all game, even though I would have had FNP? Yep. This one goes right into the catagory of the hive tyrant. There are more flashy units to catch your eye. But a catalysted carnifex is a boon to your game plan for sure.

mawloc. Sorry guys... its just crap. The re-burrow turns him intoa stength 6 large blast that shoots every other turn? I'll take a pass thanks. And if you are just going to arrive and then start charging things, why not double your attacks, double your weapon skill, get rerolls on all of your attacks and fleet for 30 points? This was the case where the mawloc was supposed to be slightly better, point for point than the trygon. He just wasn't...


Ok, here are some things I would have done differently. I would have been way more aggressive with the tervigons. I'm thinking of just running them as front line units, giving themselves FNP and just bum-rushing. The 6" birth distance, followed by a move and charge same tun means that you can tie down units really fast. The carnifex is a counter assault element, and has a venom cannon, he doesn't need to be frontline, same with the hive tyrant, although the hive tyrant does want to get that preferred enemy up there at some point. I'll be dropping one tyrant guard to upgrade mawloc to a trygon, and with the thirty left over points i will either split the genestealers into two units and two stealers (I can drop the frags on the carnifex easily enough to afford that) or I'll think about a unit of spore mines. Although I don't think spore mines get good until you spend 60 points on them.

I'm sure I'll think of more to discuss, after some replies... What did you guys think?

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

Man, that was a great game. Absolutely brutal. Those tervigons giving you an extra 55 termagants was just absolutely demoralizing. Just before my turn 2 I was looking at the table and just thinking "crap. what the hell am I gonna do?"

Thunderfire cannon is a good (and necessary) answer. They performed well as they always do. I can't believe that I don't see more of these - though the model is a pain to put together.

Deathwind launchers I REALLY want to like, but 12" range and not shooting when they show up really makes them an absolute waste of points. I am trying to decide what to do with the extra points - it is tempting to drop a couple of the assault termies as well, but if I had less than 7 they wouldn't have survived the charge.

Speaking of the termies - I am tempted to include one or two lightning claws - it would have been nice to get some attacks in the second round, or even when you charged me with the gants (11 wounds on termies from 9 gants??!? are you kidding me! They killed 2 of the termies!)

Ironclads, as you can tell, they did great. I have been on the fence about trying to figure a way to pick up a couple and this game made up my mind. They did what I always want my dreadnoughts to do but always come up short.

The librarian was getting on my nerves with all those failed hood checks, but came through when I needed him. And in the last turn he charged a single gant that was holding an objective and killed it so that was a hundred points well spent ;-) Seriously though, his utility is just to great to pass up. The knee jerk reaction to nids with him is to change up powers to null zone and the strength one and possibly an epistolary to get some force weapon action off on the big bugs, but shadow in the warp kind of snaps you back to reality.

Basic Tac squads did nothing. I am really tempted to take just 1, give the sergeant a power fist and then take a 5 man scout squad in a storm. Games like this I can keep it in reserve and zoom in late and another heavy flamer will always find a home in my lists ;-) That load out obviously needs a bit more testing, but I feel about that kind of like shep does about his 5 man stealers.

Now, a bit more on what I think of the new nids. Damn those tervigon are a PITA. I can see them being really hit or miss, as a nid player if you roll a 4 on turn 1 you will probably want to punch someone. As it was I basically ended up playing a 2000 point list with my 1750 and that can have a huge psychological effect. Add to that the fact that they are scoring monstrous creature units and a I expect to see a lot of them. As shep mentioned there is great synergy with them and then the hive tyrant giving the gants preferred enemy on top of their poison was a very mean combo.

Hive guard are intimidating - I had to keep my rhinos back, and honestly, they are one of the main reasons I kept my ironclads in reserve - I was very worried about dropping them down and then the hive guard popping them with shooting. Their 4+ save is a bit of a turn off, but they don't need LOS so they should have cover pretty much the whole game and quite likely to just be out of LOS. 24" range is kind of short, but with that being said, the table is finite and you as the player get to place your objectives, so some smart play will help you out.

The mawloc was unimpressive. I wasted a turn of shooting with my combat squads shooting at it, in retrospect I should have just ignored it.

Again, it was an awesome game, full of cinematic action and a whole lot of fun. It was really nice to see a small elite non vulkan list hold its own.

One final thought, Tyranid players will hate seeing Skulltaker and I will not leave home without him in my daemon lists.

This message was edited 1 time. Last update was at 2010/01/09 21:40:49


Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Committed Chaos Cult Marine





Great battle report as always! I would advise against leeding with the mama-gants, as they form a core part of your army. I also think (IMHO) gants, even hyper super gants, can turn from speed bump to ramp. Spawning a unit within 6 means you have to assault. If you are fighing orks, wolves or other nids, Or you risk getting combi-charged. I feel you won by using your gants to keep the SM busy until the big boys came to play.


Hive tyrant: good as always I think you used it great.

Hive guard: I think you would do better trading one unit of hive guard for one other elite, they are really good against transports but just ok against Nids Orks or other hordes. I've found the elite stealers great at getting lootas/Devs, anything close to cover.

Tervigons: Idk Shep, I think they did as good as they did because of really bad Hood rolls. I do love the crushing claws on them. She can go down really easy with the right units.

Termagants: They rock with the mama_bug, and die with her. Once people start bringing more templates they may go down in flames (hur-hur).

Carnifex: still kicks butt. you used him perfect

Mawloc: Hey it's got a cool mouth! Use it to kit bash a harpy and a tyranofex, they are more fun and more useful.

Good game over all. I would have freaked with all the big FnP bugs, How does Som keep his cool?


Edit: Yeah skulltaker, flammers or maybe a tallyman list. I've used daemonettes against 4th nids to great effect but Idk how they would do against 5th nids

This message was edited 1 time. Last update was at 2010/01/09 22:20:31


And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.

Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Somnicide wrote:Damn those tervigon are a PITA. I can see them being really hit or miss, as a nid player if you roll a 4 on turn 1 you will probably want to punch someone. As it was I basically ended up playing a 2000 point list with my 1750 and that can have a huge psychological effect. Add to that the fact that they are scoring monstrous creature units and a I expect to see a lot of them. As shep mentioned there is great synergy with them and then the hive tyrant giving the gants preferred enemy on top of their poison was a very mean combo.


Ok, in the time since I posted the batrep, I've been thinking a bit more about the hormagaunt replacement idea that I mentioned. I had a MUCH higher than average output on termagants this game. 14, 14, 11, 11, 6 I think I got. If we dial that down to average, and I'll be generous here. and say that both tervigons get two batches each, rounded up to 11. Then you should get 44. So for the points I spent on the tervigons and the intro termagants, I got 64 total. Now, when the first tervigon exploded, I lost 1, 4, 5, 6 termagants. When the second one died I lost 4. So total termagants that were mine to use were 44. Don't try to theoryhammer the tervigon bubble too much, I was anchored to them pretty severly and I never declared a charge at anything but the interior terminator unit, because the charge move would turn them froma good cc unit to useless. So I didn't get any use out of the gants that blew up other than a screen.

Ok, lets look at equivalent points in hormagaunts... for the same cost as my two tervigons and 20 initial gants, you can buy 67 toxin sac hormagaunts. Six units of 11. The hormagaunts lose furious charge, but keep poison, they lose counter-attack, but have one more base attack, plus when not under preferred enemy they have scything talons. Even better, they don't need to stay within 6" of the tervigon to be a functional unit. But I'm losing the tervigons monstrous creature attacks. Ok, that is a point... so here is what I discovered.

If I drop two tervigons and both termagant units, I can buy a venom cannon adrenal gland carnifex and STILL have 43 hormagaunts. That is exactly the same number of termagants that I had access to in this game, and I rolled MUCH higher than the average result. If you roll a 5 result with double 1s, in a game, then you are in trouble... the hormagaunts are consistent. So I lose some MC wounds, I lose catalyst (that should have been hooded almost half of the time) I lose some synapse (that shouldn't matter as much with the new instinctive behavior rules) But I gain another carnifex, which was my MVP versus land raiders and ironclads, and I gain majorly consistent and majorly independent hormagaunts versus termagants and tervigons.

It might be hard to make this decision in theoryhammer land, but thats why you play... my tervigons did absolutely nothing that game. I failed to permanently damage an ironclad which I died to. I killed zero thunderhammer termies before I died, feel no pain was attempted exactly zero times, and that 9 termagant unit that caused 11 wounds to terminators? Math says 9 hormagaunts under preferred enemy cause the exact same number of wounds.

In a world without psychic hoods and a world without storm shields, I think that the tervigon termagant unit is the most powerful. Another consideration is that Som and I are both tourney players, and that game was over three hours long. I admit we were kibitzing and not playing a typical tourney style of no 'table talk'. But either way, for time limit games where you need to keep everyhting running smoothly and swiftly, and keep your own brain from being too confused to react to your opponents moves, I may be favoring a more simplistic approach.

this isn't me saying 'tervigons suck'. this is me just saying that they are a solid support type of troop, they can't knock out a dreadnought/defiler/soul grinder/ironclad. I know, I've tried. They win CCs against mid-strength stuff, and thats great, but the good news is that there are alternatives as far as I'm concerned.

I'll be playig a hormagaunt based version for the tale of many gamers, and I'll be playing with tervigons for testing games and at home. I'll let you guys know which one gels with my playstyle better.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in nl
Emboldened Warlock





Groningen

Thanks for the write up and both your thoughts post game. Enjoyed reading it and learned at lot from it.
   
Made in us
Possessed Khorne Marine Covered in Spikes



NY

please shep let us know how the hormagaunt version works for you. I'm going to be playing around with a list similar to yours with the hormagaunt change and a pair of trygons for heavies and see how it goes.

Where is your saviour now?

"War is an act of force, and there are no limitations to the application of that force" - Clausewitz 
   
Made in nl
Boosting Space Marine Biker



Netherlands

Thanks, a great batrep.
   
Made in ca
Master Sergeant





Yeah great batrep and analysis from both of you. It is interesting to hear the views of both players.

I am also very interested in hearing how you do with hormaguants since I will be favouring them once I start playing with the new codex. I was also pleased to hear how the carnifex did since I have 2 and don't plan on getting any trygons or variants for the forseable future, but I will likely get hive guard to compliment my zoeys - one unit for light, one for heavy vehicles.

Have you considered whether biovores are worhtwhile in this codex? I would be interested to hear your views
   
Made in us
Pyromaniac Hellhound Pilot






How did you play the Mawloc rules wise?

Are you allowed to place the model over a target unit?


   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

yeah, we played that it came up under them and then moved the survivors an inch away.

Shep has gone to the flgs to check their preview copy on it.

oh and

sexiest_hero wrote:
Good game over all. I would have freaked with all the big FnP bugs, How does Som keep his cool?


with varying degrees of success ;-)

This message was edited 1 time. Last update was at 2010/01/12 02:02:37


Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Pyromaniac Hellhound Pilot






I think that is the correct way to play it, in white dwarf it said it pop underneath a terminator squad and killed 2 of them. It would be silly to make it otherwise considering you can only do it 3 times a game!

   
Made in us
Fixture of Dakka






San Jose, CA

One of the drags I discovered when reading the english copy of the codex at my FLGS is that every single nids psychic power except the broodlord powers is a psychic shooting attack. Yes, even catalyst. It is a shooting attack that automatically hits a friendly unit

After reading the above, I made a point of checking on this. Not true - Catalyst is used in the Movement phase, and Dominion is a "beginning of turn" power. Catalyst away!

Quis Custodiet Ipsos Custodes? 
   
Made in us
Angry Blood Angel Assault marine





New Jersey

great game and great report with lots of post-game comments. However with empty bases as subsitute of hive tyrant and two tervigons are quite unconfortable to me if i play against them, sorry to say.
   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

It's actually not too bad, he used vendetta bases as the tervigons and mawloc and then a 60mm round for the tyrant. Shep is pretty much a stickler when it comes to his models being built and painted so I it makes it much easier to play against bases (and this seldom happens except with new armies that don't have all the models released - I think everyone will like his tervigon conversion quite a bit...)


Automatically Appended Next Post:
edit: @janthkin - yeah, he went back and checked after and saw that.

This message was edited 1 time. Last update was at 2010/01/13 23:37:23


Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in us
Servoarm Flailing Magos





Alaska

Ugh... I can definitely tell i'm a "play-to-paint" kind of player, because seeing all that gray plastic and bare metal makes me cringe...

But good report. It is good to hear that people are running this codex through its paces already. I'm reluctant to use the tervigon, because I don't want to kitbash a model for it and I just don't like the concept, but it sounds like I'm just going to have to get over that if I want a semi-competitive tyranid army. I do know for a fact, however, that I will be running a lot of Zoeys. My metagame in my area lends heavily to battlewagons, leman russes, and land raiders, therefore I need an AV14-penetrating option.

http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Thanks for the write up. I doubt I'll get a chance to play against a tooled up nid list for awhile so it's good to see some of the stuff out there.

So a thought about the missile launcher. Everyone was touting about how awesome new the price on the ml was for the space wolves and of course the fact it's free for tac squads. But because of the tervigon ability to pass out feel no pain, I wonder if people will swap back to the lascannons.

@Shep the hive guard analysis is interesting. And I'm noticing everyone is advocating one or the other (with zoey's). Nobody is mixing and matching the two, is that because of an imagined need for the death leaper to make zoey's succesfull? Also is there something stopping you from putting hive guard in a spore pod?

Have either of you thought about the all MC on the table, all troops in pods coming down army? It seems like that would be a good list for an all comers type of game.

   
Made in us
Abhorrent Grotesque Aberration






Hopping on the pain wagon

Not to speak for shep but I think he has a couple of games scheduled this weekend with lots of bug pod action.

Also, this is a brand new army that shep just started picking up around the end of October - feel free to follow his plog and be amazed at how ridiculously quickly he finishes this and how awesome it looks. I personally suspect voodoo...
Sheps bug plog - http://www.dakkadakka.com/dakkaforum/posts/list/262693.page

Kabal of the Razor's Song project log

There is a secret song at the center of the universe and its sound is like razors through flesh. 
   
Made in au
Unhealthy Competition With Other Legions





Ummm...somewhere...

Thx guys this gives a good look at how the new nids do against meq's...this is gonna help rethink strategies

- "Do not believe in me who believes in you, do not believe in you who believes in me, but believe in you who believes in yourself! DUMBASS!"
~Dark Eldar- Pirates of the Crystal Moon - 2400 points 38/15/4
~Pre-heresy Luna Wolves- WIP! (Probably gonna be a while)
~Recently sold sisters, GW ruined them for me their burning of xeno's will be remembered! (Friend bought them back for me, making them work, statement so far half stands after a lesson learnt)
~ SKAVEN - 1000 points and growing, just have assassinate a few warlords to get my way...need more cheese...
'The bane of a gamers existance
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

FoxPhoenix135 wrote:Ugh... I can definitely tell i'm a "play-to-paint" kind of player, because seeing all that gray plastic and bare metal makes me cringe...


Not a previous owner of tyranids. This release is my first prchasing of any nid models, so as the book is not even out until saturday i would hope I'd get some leniency from the gallery here. I like to know what I want to play with first, then i'll build it and paint it. Nothing's less effecient than buying some models... building and painting them, and then finding out that you don't enjoy fielding them in games.

FoxPhoenix135 wrote:I'm reluctant to use the tervigon, because I don't want to kitbash a model for it...


Play to paint but not play to convert? I understand the sentiment. Although I strive to paint very well, and I don't take half steps to building an army, I am not the most confident converter. But that's is the catch-22. We aren't going to get any better as converters unless we do conversion projects. I see the tervigon/harpy/tyrannofex as "build your own mosnter" opportunities. Now that the carnifex options have become so streamlined, that box contains so many bits you'll just never need otherwise. Multiple heads, multiple backplates, all sorts of spikes and tail options.... I finally bit the bullet a couple days ago and delved into kit-bashing my first tervigon. Although it looks amateurish, it looks good enough for my standards, and as i feel that it is actually quite fun to play with, I'm happy I took that step.

Warmaster wrote:So a thought about the missile launcher. Everyone was touting about how awesome new the price on the ml was for the space wolves and of course the fact it's free for tac squads. But because of the tervigon ability to pass out feel no pain, I wonder if people will swap back to the lascannons.


Believe it or not, in my theory-hammer, the 40 point 2+ save is actually favorable in comparison to tyrant guard for survivability on the hive tyrant. Its for that exact reason. Outside of dark eldar and IG with vendettas, there isn't actually a lot of mid to long range ap2. Cutting the saves you fail in half is really nice, cutting wounds taken by missile launchers by 84% is REALLY nice.

Warmaster wrote:@Shep the hive guard analysis is interesting. And I'm noticing everyone is advocating one or the other (with zoey's). Nobody is mixing and matching the two, is that because of an imagined need for the death leaper to make zoey's succesfull? Also is there something stopping you from putting hive guard in a spore pod?


Yeah, the rules.. Hive guard are one of the units that can't take pods.

Warmaster wrote:Have either of you thought about the all MC on the table, all troops in pods coming down army? It seems like that would be a good list for an all comers type of game.


Like Som was saying, I'm getting in another round of intense testing this weekend with Manimal (my sensei). I've been crying to him about my lack of a game versus mech, and he really likes taking as many mycetic spores as you can. Dropping them to completely block mech movement, try to get some results out of those strength 6 shots, and declare death or glories every time they tank shock you. That will at least botch up their early and mid game movement phases and take a little bit of small arms firepower off of other units.

I'll be fielding tyrannofexes, self-catalysting tervigons, deathleaper and 6 zoans until I can figure out another way to split games with tuned IG and witch hunters.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

Not a previous owner of tyranids. This release is my first prchasing of any nid models, so as the book is not even out until saturday i would hope I'd get some leniency from the gallery here. I like to know what I want to play with first, then i'll build it and paint it. Nothing's less effecient than buying some models... building and painting them, and then finding out that you don't enjoy fielding them in games.


That's exactly where I am...

I see the tervigon/harpy/tyrannofex as "build your own mosnter" opportunities.


Me too, I love to convert. I am only sad that I can't find a use for my Flying Hive Tyrant I posted here:

http://www.dakkadakka.com/dakkaforum/posts/list/266554.page

Believe it or not, in my theory-hammer, the 40 point 2+ save is actually favorable in comparison to tyrant guard for survivability on the hive tyrant. Its for that exact reason. Outside of dark eldar and IG with vendettas, there isn't actually a lot of mid to long range ap2. Cutting the saves you fail in half is really nice, cutting wounds taken by missile launchers by 84% is REALLY nice.


Totally agree. I think it's a balance of the new dex that 2+ is rare and at a premium. All you have to do is play one game without it and you know...

Yeah, the rules.. Hive guard are one of the units that can't take pods.


Makes sense in a way, they are the ultimate foot support unit. I don't think I would take them in a pod if given the option.

I'll be fielding tyrannofexes, self-catalysting tervigons, deathleaper and 6 zoans until I can figure out another way to split games with tuned IG and witch hunters.


+1 to that.

Current Armies: Blood Angels, Imperial Guard (40k), Skorne, Retribution (Warmachine), Vampire Counts (Fantasy)

 
   
Made in us
Fixture of Dakka






on board Terminus Est

I don't see it being a big deal that Shep is presently fielding armies that aren't fully painted. These are games he's using to test out the new codex and decide how he wants to eventually play his army... He's up front about it and I see no reason why every batrep here has to feature fully painted armies with lots of pix. We are all learning by reading Shep's batreps and that is very helpful for all of us that want to play the new Nidz.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Pyromaniac Hellhound Pilot






I agree its nice to have good battle reports keep up the great job.

   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

Shep wrote:Conversely, the termagants that show up off of the tervigon can move run and assault the turn they arrive, and they can arrive up to 6" away from him, so they can reach out and touch someone FAST.


Don't have the new codex with me atm, but I believe Termagants lost Fleet this edition. Still an 18" assault range + a salvo of Fleshborers of course.

   
Made in us
Been Around the Block




Shep wrote:The hive tyrant decided to fling a paroxysm on the ironclad rather than shoot the venom cannon.


Just as a note, I'm pretty sure Paroxysm doesn't work on vehicles. On the other hand, I don't think it would stop the Tyrant from shooting the Venom Cannon - as an MC, he can fire two weapons, and even as Psychic Shooting Attack only takes up one of those.
   
Made in nl
Blood-Drenched Death Company Marine





The Netherlands

Myth wrote:
Shep wrote:The hive tyrant decided to fling a paroxysm on the ironclad rather than shoot the venom cannon.


Just as a note, I'm pretty sure Paroxysm doesn't work on vehicles. On the other hand, I don't think it would stop the Tyrant from shooting the Venom Cannon - as an MC, he can fire two weapons, and even as Psychic Shooting Attack only takes up one of those.


Correct on both cases. Note that you can still only use 1 psychic power per turn though, so you can't use both your Tyrant's powers if you don't shoot.

The exception being the Swarmlord, which has a rule that does allow him to use 2 psychic powers (and thus 2 psychic shooting powers) per turn. And you should, as he doesn't have any ranged weapons anyway.

   
 
Forum Index » 40K Battle Reports
Go to: