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Made in us
Battlefield Professional





Los Angeles

Hello Dakka!

So, the Tyranids took the field again tonight for my second league game, and it was a doozy!

Getting right to it, the lists:

Space Wolves
HQ
- Ragnar Blackmane
Elites
- 10 Wolf Scouts + Wolf Guard
- Dread w/ Assault Cannon
Troops
- Grey Hunters w/ fighty kit + Wolf Guard x3 Units, 2 in Rhinos
Fast Attack
- 10 Skyclaws + Wolf Guard
Heavy
- Vindicator

Tyranids
HQ
- Fighty Tyrant w/ Talons, Shell, Old Adversary, glands, sacs
- Tyranid Prime w/ Deathspitter
Elites
- Venomthrope
- 3 Zoanthropes
Troops
- 6 Shooty Warriors w/ Deathspitters, Strangler
- 6 Fighty Warriors w/ glands, sacs, rending claws
- 24 Termagants
- 22 Termagants
- Tervigon w/ Catalyst, glands, sacs
Heavy
- Trygon Prime w/ glands, sacs
- Screamer-Killer fex w/ glands, sacs, bio-plasma

Mission: Seize Ground, 3 Objectives
Deployment: Spearhead

The Table was thick with terrain, ruined buldings in the center north and south, and north-west quadrant (from my perspective), some scattered forests and lots of low walls, craters, obstacles, etc. There was a big hill with a terrace in the north-east, and some low hills to the south-west.

I win the roll to pick and deploy, I take it and deploy in the south-east. My quadrant had a ruined building with some walls in it, and was bordered on the north and west with a forest. He got the opposite, with a ruined building in middle, some hills on his edge center, and low walls and craters on the south and east edges of the zone. Center of the table was a smallish forest.

Objectives: One on the far edge (from him) of my building, one on the far edge (from me) of his building, one next to a crater, behind a ruined building, directly north from mine and east from his.

Deployment:
Tyranids: I put the tervigon surrounded by 24 gaunts on my objective, shooty warriors deploy on 3 floors of the building in firing positions with the Tyranid Alpha, venomthrope floats in the corner of the building, out of LOS, providing cloud cover. Zoanthropes go bold (they would later go home), and deploy at the far north edge of my Dzone, as close to the center as possible. Tyrant and crew, S-K fex, and fighty Warriors line up at the north edge ready to push for the unclaimed objective. Trygon and 22 gaunts go in reserve, fingers crossed.

Space Wolves: Long fangs take up position in the building, 1 Grey Hunter rhino front and center, the other behind a low hill with the GH on foot, who were joined by Ragnar. Dread in the building with the LFs. Scouts, Skyclaws, Vindicator in reserve.

He attempts to seize, fails.

Turn 1
Tyranids: move up, get in position, potshots. Tervigon drops Feel No Pain on warriors. Warrior strangler kills LF pack leader, pins the squad. Zoes float into the building, get a single blast at GH on foot, scatter off. I roll a "1" for every run move I make.

Space Wolves: Move up, GH rhino heads up the middle toward my lines, the other one heads toward the Zoes and the GHs disembark. Ragnar and crew hoof it toward the objective. GHs light up my Zoes, 2 die. Go 3+ invulnerable!

Turn 2
T: Trygon is a no-show, 22 gaunts show up waayy early behind a clearly annoyed tervigon. They hang by the board edge in anticipation of wolf scouts while sending a couple models to make a chain to the Venomthrope. Tyrant and crew roll forward wth the fighty warriors and the fex, otherwise unengaged. Zoe bails out of the buiding to get a clean shot. Tervigon craps out 9 gaunts, no doubles. These move up to occupy the forest at the north of my Dzone. Warriors get FNP again. The first 24 gaunts move up a bit toward the building the last Zoa vacated. Warriors train their guns on the exposed GHs that sprayed the Zoes down, kill more than I expected. Gaunts take a few potshots, nothing special, Zoe goes for a warp blast, scatters off.

SW: He bricks all the reserve rolls, LFs hold pat in the building and the Dread jostles forward a hair. Empty rhino makes a break for the unclaimed objective in a valiant attempt to get in the way, tracks itself on a wall. The full rhino moves in to create a wedge, and Ragnar and crew file in behind the vehicles. GHs by the building move up and spray some fire on the last Zoa, it takes a wound but lives.

Turn 3
T: Trygon's still getting dressed, regardless, it's time to get ill. Fex rolls up on to the terraced hill overlooking the objective. Tyrant and crew hop the wall and turn the corner around the building toward the Wolves. Fighty warriors follow up behind to support an assault or make a break for the objective. Shooty Warriors hold pat, group of 24 gaunts moves up toward the remaining GHs in the center of the field and fan out to threaten the objective, the area around which is now feeling some serious heat. Tervigon craps out 11 gaunts, no doubles (total: 20!), gives FNP to the 22 gaunts at my board edge. Otherwise my firebase jostles; it's starting to get crowded. Shooty Warriors wax a couple more of the GHs in the center, only 3 left now. Zoa goes for the big boom on the full rhino, no headache, bricks the to-hit roll. Sigh. Fex throws a ball of plasma at Ragnar's crew, direct hit, vapes a couple. Tyrant hits Ragnar and friends with Paroxysm, drops their WS/BS to 1, then grits its teeth for the coming hit.

SW: Wolf Scouts and Vindi, yes; Skyclaws, not so much. Ragnar and crew roll up on the fex, GHs disembark and move toward the Tyrant. LFs plink at Shooty Warriors, drop 1 to wounds, 1 to instant death. Meh. Dread splatters the last Zoa, Tervigon sniffs derisively. GH shots put a wound on the Tyrant Guard, Ragnar's boys put a wound on the fex, from a bolt pistol, no less! (We decided that it got shot through the soft palate, mid-roar). Vindi drops a shot at the fighty warriors: 2 wounds, 1 cover save, one gets splattered. Rhino SBs continue to potshot a gaunt or two a turn. Ragnar does his once-per-game, rolls the fex, drops it to one wound, then I biff armor saves and the big beast dies with nary a whimper. GHs roll in on the Tyrant. Tyrant eats two, then the wolves leverage an obscene amount of wounds and I fail enough to kill the TG outright and put an extra couple wounds on the Tyrant. He makes his No Retreat save and we settle in. The last 3 GHs make a headlong charge against the 24 termagants who are in the Venomthrope cloud, lose one to Dangerous Terrain, kill a couple, then die. wolf scouts show up behind my firebase, he totally forgets about them until after all the other assaults have been resolved! He makes the assault since I'm not trying to be a total jerk (no shooting though). None die to Dangerous Terrain, nobody else really dies, we settle in.

Turn 4
T: Trygon's still waiting in line at starbucks . Huzzah. Fighty warriors move up to support the Tyrant, 24 gaunts roll crap for difficult and stumble into the building. 9 gaunts mill about in the forest. Tervigon gives FNP to the gaunts fighting the scouts, then craps out 13 more gaunts, no doubles (total: 33!!), the firebase gets crowded again. the new gaunts go to reinforce the wolf scout fight. Shooty warriors hold pat, take a strangler shot at the LFs in the building (they had nothing else to shoot at) scatter off. 24 gaunts roll a miserable run and stumble further into the building. Not being able to use paroxysm while you're locked in CC sucks. fighty warriors roll in, multi-assault the GHs stuck with the Tyrant and Ragnar's crew. Tyrant squishes four GHs, and the warriors rock socks, thanks to furious charge, preferred enemy (Tyrant's Old Adversary), and re-roll to wound (S5 charge, poisoned attacks). Fewer rends than I would hope, but they wipe 4 more marines across the two squads. Wolves swing back, put a wound on the Tyrant who dies, then kill seven wounds worth of warriors, leaving 2 left. Draw! We settle in. Scouts get charged by the new unit of gaunts, I kill a few, he kills a few, and the grind continues.

SW: Skyclaws ho! They show up right by the scrum around the unclaimed objective. Dread trundles forward, Vindi gets in position to put some heat on my firebase, LFs hold pat. Shots on the warriors grind them down to just the strangler and the Alpha. Potshots kill a couple of the 24 gaunts. Ragnar wastes the last of the fighty warriors, wolf scout grind continues unabated. Ragnar's crew has more dudes left, so it consolidates back toward the objective, while the last 3 of the other GH squad move up toward my firebase. Wolf scout grind is becoming silly.

Turn 5
T: Trygon makes a dramatic, last-minute entrance, landing right next to the terraced hill with no scatter, right in the thick of things. Boom! Coulda used you earlier, jerk . 24 gaunts continue to stumble around in the building. 9 gaunts move up to push toward the objective. 11 gaunts (remember them? I barely did...) jostle around the east side of the firebase. Tervigon dumps its last 5 gaunts with double 2s (total: 38!!!) these move to screen it from the Ragnar side of the fight. Strangler from the last shooty warrior kills a LF, no pinning. Trygon unleashes hell, kills three of the remaining GHs from Ragnar's crew, leaving 3 and big R. Woo! Gaunts potshot to no appreciable effect. 24 gaunts and 9 gaunts fail to roll high enough to assault, wolf scout fight continues, tea is served.

SW: LFs waste the strangler warrior, Alpha's left standing with 2 wounds left. Vindi and Dread potshot gaunts to little effect. Ragnar ditches his crew for the forward GHs, the last 3 of the old crew mount the immobilized rhino right next to the objective. Skyclaws get up in the Trygon's face. Shots on the Trygon put a wound on it. Ragnar's new boys dakk-dakk the 9 gaunts, kill a couple, then charge. Guess who dies? Ragnar consolidates into the forest I had previously been lurking in. Wolf scouts bare mentioning only because at this point, only two are left and they make all their 4+ saves. Nothing else happened though. Finally, the main event: Skyclaws roll up on the Trygon!!! Trygon eats 6(!), then takes two wounds and the Skyclaws bail! Better late than never I guess.

Random Game Length: end of game means a draw. He's got the remnants of Ragnar's old crew in a rhino holding the third objective, Tervigon and gaunts are squatting firmly over mine, and the LFs are looking longingly at his objective, wishing they were grey hunters again and wondering how they forgot to hold objectives. We roll a 5, on to...

Turn 6
T: 24 gaunts roll up through the building toward the objective, but can't fan out to claim without blocking the Trygon from it's path to eat the GH rhino. Trygon slithers forward, GHs begin praying. Alpha turns the corner to train his deathspitter on Ragnar and his new crew, 11 gaunts move up and fan out to screen the firebase, getting as close to Ragnar as possible to impede his progress. 5 Gaunts move up to cover their rear. Shots from everything on Ragnar's crew kill two of them and put two wounds on the wolf lord. Trygon annihilates the immobile rhino with 6 penetrating hits and 1 glance, two of the last 3 GH die in the blast, the last one fails morale. Wolf scout fight is now utter nonsense, everything else braces for impact.

SW: last GH and the fleeing Skyclaws continue to run from the Trygon, neither ends up off the board but it won't matter. Shots on 11 gaunts thin them to a mere 4, then Ragnar rolls in, survives the dangerous terrain (venomthrope was sitting there in the firebase all game), barbecues them all, and rolls a 6! to consolidate, running right up to the 5 gaunts left screening the Tervigon and the objective.

Random game length: Comes up a 3, game over man!. How close is Ragnar's squad, consisting of him and one freakin' Grey hunter? 2.75"! DRAWWWW!!!!

It was an amazing game, full of all the stuff you want in a 40k battle. Endless swarms of bugs, space marines slowly dying but refusing to yield, dramatic late arrivals that alter the course of the game, and an epic hero making one last push and skirting the raw edge of defeat by a fraction of an inch.

Man of the Match:
Tyranids: Tervigon, hands down. While simultaneously holding my objective all game, the beast nearly doubled my number of termagants (I brought 46, he spawned 38, adding an effective 190 points to my army!), made sure my warriors held up while they were relevant, then kept the termagants to his own rear in the fight long enough to hold the wolf scouts at bay. Best 205 points, ever.

Space Wolves: Ragnar. That guy is stupid good. He (and his squad) ate the fex, most of the warriors, and carved a bloody path through the termagant carpet all the way across the board to my objective. He may have only made it by an inch, but he still made it.

Final Grades:
Space Wolves:
Ragnar: A, 'killing machine' seems fitting
Wolf Scouts: C+, forgetting about them until the end of the turn they showed up hurt; they were still a threat that needed precious termagant resources, but overall they did the job they were brought for, nothing more.
Dread: C-, killed a few things, but he was too hesitant with it.
Grey Hunters: A, these guys did everything you'd expect them to with aplomb. Killed the Zoes, the Tyrant and TG, and enough termagants to deliver one of them with Ragnar to my objective and force a draw.
Rhinos: B, only because they were canny with their SBs and killed some clutch termagants in the mid- and late-game.
Skyclaws: F, showed up late, bounced off the Trygon, ran away.
Vindicator: D+, killed a warrior and a handful of termagants, very underwhelming.
Long Fangs: D-, the only thing keeping these guys out of the fail boat are the shooty warriors they killed.

Tyranids
Tyrant & Tyrant Guard: C-, killed 6 GHs then died, unimpressive.
Alpha Warrior C+, did his job without remark all game, managed to put a little extra heat on the ragnar deathmachine in the final moments.
Zoanthropes: F. Le sigh.
Venomthrope: B-, his ability was much more useful this time around, since marines dying to Dangerous terrain is a much bigger deal than Orks, and it came into play more often. Otherwise this model is nothing more than a support piece through and through.
Shooty Warriors: B, hosed the LFs early game, put some heat on the GHs mid-game, and generally drew fire that would have otherwise impeded my termagant production.
Fighty Warriors: C+, they ended up in a sub-optimal position but they did get their furious charge of doom, and thinned out the GHs.
Tervigon: A+, couldn't ask for anything more. When this guy works, he's amazing.
Termagants: A, granted, there were a lot more of them than my army list would have you believe, but they were my lynchpin. None of them did anything amazing individually, but my whole game ended up revolving around them.
Carnifex: C-, I was hoping the fighty fex would kill a few things with his claws and not just his spit.
Trygon: B+, the late start is the only thing keeping him from an A; he killed some GHs, helmet-slapped the Skyclaws, then ate the claiming rhino for lunch and forced the last GH and the remaining skyclaws out of the game. Awesome.

My final thoughts:
- The Long Fangs should have been Grey Hunters. I would have been forced to deal with them instead of ignoring them, and it would have changed the game dramatically.
- If the Dread had been more aggressive, it would have seriously disrupted my firebase.
- Tyrant was unimpressive, but I'm still getting used to running a big monster like that that isn't necessarily expendable, like a fex. He'll stay, though an HQ tervigon is looking interesting...
- Tyrant Guard were... meh. I suppose they did their job, but I'm still unsure about them.
- Fex falls in the unsure category... It was an acid-test, I suppose, for the Tyrant, TG, and fex, to eat charges from GHs will full CC kit, and Ragnar, on Ragnar's feat turn. They lived, which is probably more than I should have hoped for. Now, if there had been a Venomthrope behind them...?
- I'm happy with both the warrior units, the shooty warriors did their job just fine, and the fighty warriors fared about how I would expect given the bitter pill they had to swallow on their first time out.
- Tervigon and Termagants were pure awesomesauce. It's getting harder to seriously consider hormagaunts in particular, and other Troops choices in general.
- Trygon stays, let's hope he shows up on a reasonable turn next time.
- Zoes are out. I tried holding them back once, I tried moving them up once, and both tries resulted in failure. I can use the 180 points elsewhere.
- I'm relatively certain that better play with the Termagants was the difference between the win and the draw for me. I'm not really used to horde armies and having 6 units of gribblys to think about in addition to everything else was a little overwhelming. I'll have to work on it.

My next round will be against Salamanders, Templars, or Necrons. Hello 3+ saves!

Thanks for reading!
-Dis.

This message was edited 1 time. Last update was at 2010/01/27 16:16:52


MeanGreenStompa wrote:The 'Shadow in the Warp' is actually like a colossal game of tetris
DT:70+S++G++M++B++I+Pw40k98#++D++A+++/mWD215R++++T(pic)DM+
Capture and Control, the blog! http://www.captureandcontrol.com/
The Circle of Life Spins again!
My most recent Battle Report: http://www.dakkadakka.com/dakkaforum/posts/list/0/341040.page#2349197 
   
Made in gb
Rampaging Reaver Titan Princeps






Bristol

Hey, great batrep!! Grades you've given seem about right to me, though perhaps zoes would be useful against land raider or monolith spam? My 1st outing with the new nids saw my trygon fail to show throughout the whole game (5 turns!) even though i gave my tyrant the +1 to reserves!!

Also, have you tried hive guard? They always do awesome with me. 3 of them take out a rhino/trukk a turn without fail, and no LoS is just awesome!!
   
Made in us
Jealous that Horus is Warmaster





The eye of Terror

My first battle against the new nid codex, resulted in the same thing Vitruvian, tryant had +1 and the trygon didn't show until turn 5 and it ended on turn 5, next game however without the +1 on the Hive tryant, the Trygon showing up with nothing more than regerate and recovering a total of 6 wounds for a total of 12 if it was accumulated, destroyed my forces. As far as the grading system really agree, but the Zoes, are a hit or miss, really enjoyed the report.
   
Made in us
Speedy Swiftclaw Biker





Los Angeles

Hey, how were the Long Fangs loaded out? All HBs?

John W
Salamanders 38/12/10 (current Army)
Chaos Marines 15/6/8
Space Marines 23/14/18 (Retired/Sold)
Fantasy
Daemons 10/1/3 (Retired/Sold)  
   
Made in us
Storm Trooper with Maglight





CT, USA

Nice report!

I run a very similar 'Nid list!

Have you run into any trouble vs. vehicles? With only 1 squad of z'opes, I usually find I have to go second every time to get them deployed in the right spot.

...one amongst untold billions.
DR:90S+G+M+B++I+Pw40k05+D++A++/hWD318R++T(G)DM+
 
   
Made in us
Battlefield Professional





Los Angeles

Thanks!

I was really happy with the list, even though the Zoes failed miserably. So far I've faced an Ork list with twin Battlewagons, an Ork list with a BW and two Trukks, and the SW list packing 2 Rhinos and the Vindicator. Against the first Ork list, the Zoes did the business, wrecking both BWs . After that, vs. the second Ork list they hit twice and he made his cover saves, then missed the rest of the game, and against the Space Wolves they missed every shot they fired then died

When I test them again, they'll be in a spore pod, but that's a lot of points. I've talked to a couple other local Nid players and the consensus has been to leave the Zoes at home until the meta develops a bit. I'm happy to leave it up to my MCs, the Trygon and the fex can do the job. We'll see, I may end up missing some anti-armor ranged punch, at which point I'll re-assess the Zoanthrope Problem. Hive Guard are looking good too...

The Long Fangs had a PC, a Lascannon, an HB, and an ML. Very scattered. Quad HBs or PCs would have been much more worrisome. I asked him about it after, and he said he was counting on Fire Control, which we both agreed later was kinda suck.

-Dis.

MeanGreenStompa wrote:The 'Shadow in the Warp' is actually like a colossal game of tetris
DT:70+S++G++M++B++I+Pw40k98#++D++A+++/mWD215R++++T(pic)DM+
Capture and Control, the blog! http://www.captureandcontrol.com/
The Circle of Life Spins again!
My most recent Battle Report: http://www.dakkadakka.com/dakkaforum/posts/list/0/341040.page#2349197 
   
Made in us
Blood-Drenched Death Company Marine




The Long Fangs need to specialize to be effective. I use two squads; one has 5 HBs and the other has 2 LCs and 3 MLs.

He has far too many Scouts in the squad.

BTW Sky Claws can't have a Wolf Guard join them.
   
Made in us
Fixture of Dakka





San Jose, CA

Space wolves are a bad matchup against the nids. If he had even taken 1 rune priest, I believe the results would have been totally different. Rune Priests are stupid good...especially against fexes, tervigons and a host of other nid units. Now imagine him taking several. It's also a good thing he didn't spam Long Fangs all with missile launchers. But hats off to you for making this a very competitive match and well written batrep.


6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Battlefield Professional





Los Angeles

I totally agree on mono-tasking Long Fangs; I was really hoping they got Relentless in the new book, instead of fire control. Alas, such is life. As for the scouts... I would agree it's probably overkill to field 10, though I can see his logic. At 10 they're conceivably more than just an annoyance.

ML spam would have sucked, so would have multiple runepriests. My question is, how do Tyranids deal with multiple JoTWW (other than Deathleaper)? I'm not worried about one; he can only hit one of my MCs a turn unless I'm being a terrible player, and it's not like I don't have the rest of my army... but multiples?

*EDIT* I just checked the SW codex, and it says in the little call-out about multiple HQ, that "...no two characters may bear the same saga, nor may they bear the same psychic powers or wargear combination." So, does that mean that no two Runepriests in the army can take JoTWW period? Or just that they can't both have JotWW, Murderous Hurricane, and plasma pistols? Is it combination of psychic powers and wargear, or are they two separate restrictions? Am I ever going to have to deal with multiple Jaws eating my mens in a game, or just the one?

And, if he had roasted me with ML spam, I would have dealt with it, died a lot, then asked for a rematch and sicced my Ymgarl Genestealers on them! No building is safe!

-Dis.

This message was edited 1 time. Last update was at 2010/01/30 06:53:03


MeanGreenStompa wrote:The 'Shadow in the Warp' is actually like a colossal game of tetris
DT:70+S++G++M++B++I+Pw40k98#++D++A+++/mWD215R++++T(pic)DM+
Capture and Control, the blog! http://www.captureandcontrol.com/
The Circle of Life Spins again!
My most recent Battle Report: http://www.dakkadakka.com/dakkaforum/posts/list/0/341040.page#2349197 
   
Made in us
Fixture of Dakka





San Jose, CA

Not much you can do about multiple Rune Priests (in my competitive SW list, I have 3!). Try to get a model with Shadows near his RP, though next turn he can just move away. The only real solution is to minimize on those I1 models. Carnifexes are not a big deal as you can replace them with Trygons/Mawlocs...but there is no replacement for one of their best units - the Tervigon. Just gonna have to suck it up and hope that you don't meet mutiple RP's that often.

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

Both the combinations of wargear and the combinations of psychic powers must be different. It's in the SW FAQ. As an example, this would be legal (my RP configuration):

RP #1 - chooser, jaws, lightning
RP #2 - chooser, wolftooth necklace, hurricane, lightning
RP #3 - hurricane, jaws

Also, good luck trying to get off Warp Blast/Lance and other psychic powers with a RP nearby.

This message was edited 3 times. Last update was at 2010/01/30 07:01:17



6th Edition Tournaments: Golden Throne GT 2012 - 1st .....Bay Area Open GT 2013 - Best Tyranids
ATC 2013 - Team Fluffy Bunnies - 1st .....LVO GT 2014 Team Tournament - Best Generals
7th Edition: 2015-16 ITC Best Grey Knights, 2015-16 ITC Best Tyranids
Jy2's 6th Edition Battle Report Thread - Links.....Jy2's 7th Edition Battle Report Thread - Links
 
   
Made in us
Battlefield Professional





Los Angeles

Bleh. I suppose that since we don't know what competitive Tyranid lists are going to be packing yet, I'll hold my ZOMGWTF!s, though I can see how it would be a serious problem, especially when you're walking around with fexes of any sort or the rapidly-approaching-ubiquitous tervigon. My first thought would be fast-movers like shrikes/raveners/gargoyles/etc. to tie up their units in melee, though that's theoryhammer in a void, which is meaningless until tested on the table (and, naturally, I have none of those except a minimum unit of raveners! ). Though I do expect high-octane bug lists to show up packing multiple Trygons/Mawlocs, particularly if the meta is SW-heavy, since you only get one try to Jaws the thing under Shadow before it eats the RP and his squad (or at least ties them up for a while!).

As for psychic powers being nullified, Bugs will have to live with it like everyone else. And, since my (and many others I've talked to around here) current view is that Zoanthropes are made of fail, I'm less worried about it. If he's close enough to start rolling to cancel a Tervigon throwing out Catalyst, there's probably something, which is hopefully 20+ gaunts, within striking distance to hit his unit and start the melee grind, which turns off one source of Jaws. Though again, untested theory.

Time will tell... Now I totally want to play a torqued-out SW list to try and figure out what to do against it! jy2, are you L.A. local?

-Dis.

MeanGreenStompa wrote:The 'Shadow in the Warp' is actually like a colossal game of tetris
DT:70+S++G++M++B++I+Pw40k98#++D++A+++/mWD215R++++T(pic)DM+
Capture and Control, the blog! http://www.captureandcontrol.com/
The Circle of Life Spins again!
My most recent Battle Report: http://www.dakkadakka.com/dakkaforum/posts/list/0/341040.page#2349197 
   
Made in us
Horrific Howling Banshee






Liked the Battle Report! my Main army is Space Wolves, but for the last week or so i have been working on nids. Since i know the wolves threw and threw i can only say be happy he wasn't useing the dread / long fangs agressivly or equiped to kill, they are insanely awesome.

However, For some suggestions to you for you're Nids, Try some Lictors and some Raveners, this last week they have done nothing but pay for themselves x2 to x5 in games. Last game i had my ravenrs killed Captian Shrike, 10 Assualt marines, 14 Ork Boys, 1 nob, and the last Ravenr put some hurt and fear on a Sniper dread (lascannon/ml) (and yes, we was playing a 3 way game) and my Ravener squad was just 5 Raveners deep, with rending claws. They rock soooooo much. As for Hive Tyrants, nothing freaks an opponent out more then when you give a HT Hive commander, and you Outflank 20-30 hormougants from the table edge. Heh, with their agressivness and toxin sacs they can really really munch units, i do very well with them


Anyhow, just a couple 2 cents



also my Trygon sucks he just dosn't work out alot for me, but my fex's always roxxors

Never Say Die. 
   
Made in ph
Guard Heavy Weapon Crewman




I just checked the SW codex, and it says in the little call-out about multiple HQ, that "...no two characters may bear the same saga, nor may they bear the same psychic powers or wargear combination." So, does that mean that no two Runepriests in the army can take JoTWW period? Or just that they can't both have JotWW, Murderous Hurricane, and plasma pistols? Is it combination of psychic powers and


He can have several JoTWW as long as he doesn't do the same set of psychic power combination.

With the few games I have with the new Nid codex I think its safe to say that Hive guards, Zoanthropes, and Tyrannofex (yeah, I've had a lot of doubters with this one as well) more than played their role to perfection. These are the perfect units in that they will almost always destroy transports while also act as a "must shoot at" units. They buy your units a turn or two to inch closer to that precious biomass the hive fleet so desperately craves! The shooty guys are excellent fire magnets and you will probably only need these guys for about 2-3 turns anyway. Enough for our close combat critters to assault. I miss the "without number" rule badly but nowhere else to go but forward. IMHO 30-strong Hormagaunts with Toxin Sacs are the new badasses in the close combat arena now. Yes, the tervigon is great, but I suggest you not fall into the trap of overlooking other units.

The past week I played with the armies that are tactically inclined to beat Tyranids... Hestan marines and SW. Against Njal with Rune Priest spam I only attack with units that are less likely to be affected by JoTWW. I keep my Tyrannofexes far away (you can stun a tank, but you can't stun a T-Fex), and I make sure I blast the snot out of transports with Zoans and Hive Guard then overwhelm them with Hormagaunts... and it works. As for Njal/RP dispelling powers, he can spam but he can only use one, and each zoan unit has 3. That means if I use 3 psychic powers he has to dispel them separately, and all you really need is for a single lance to go through.

The Hormagaunts Ini 5, not even the SW can beat 30 of them in close combat (cept maybe TWC, them you have to get their numbers down to 3 using zoan lances). That brood will kill anything, 2 attacks, Ini 5, ability to re-roll 1's and fleet, even blood Krushers die when it gets assaulted. So my opponent avoids it. Fortunately for a lot of us, a lot of players, be it out of habit or just plain negligence, choose to deploy their units in the max 12" allowable in a pitch battle. That means, with "Bounding Leap" and Fleet, there is a high chance of a 2nd turn assault. Now add the fact that an HQ tervie can cast catalyst on these hormagaunts and your opponents have a very big problem.

Its quite unbelievable but I have yet to lose a game against SW. They are using tourny lists so they can't tailor to only massacre nids so they are still thinking of a solution to bypass the horde problem.

The real threat I are IG players, IG has answers to anything the Nids can throw at them. 10+ flamers are a huge pain in the @ss! and they have enough fire power to gun down anything monstrous on the table.


This message was edited 1 time. Last update was at 2010/01/30 10:58:39


 
   
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Speedy Swiftclaw Biker





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You can take 4 Rune Priests ALL with JOTWW but their SECOND powers must all be different, it's same COMBINATION of powers. Thats the official GW FAQ ruling too BTW.

John W
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Great rep! I think ragnars a bit much at 2k points haha. Good none the less!

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jy2 wrote:Space wolves are a bad matchup against the nids. If he had even taken 1 rune priest, I believe the results would have been totally different. Rune Priests are stupid good...especially against fexes, tervigons and a host of other nid units. Now imagine him taking several. It's also a good thing he didn't spam Long Fangs all with missile launchers. But hats off to you for making this a very competitive match and well written batrep.

Which is why I play deathleaper and try to get a Shadow in the Warp guy by him as quickly as possible. Making that Psych test on three dice when you're an average of 8 not 10 ldr is good.


Automatically Appended Next Post:
jaweyermuller wrote:You can take 4 Rune Priests ALL with JOTWW but their SECOND powers must all be different, it's same COMBINATION of powers. Thats the official GW FAQ ruling too BTW.

If i run into that guy playing while playing Nids I just say good game and move on. Then watch his list get owned buy all the other lists that just do not care.

This message was edited 1 time. Last update was at 2010/02/01 14:21:14


 
   
 
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