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Made in us
Longtime Dakkanaut






Los Angeles, CA

I had some optimistic results last night, for those who have been following the trials and tribulations of my nid codex exploration....

Nash came over and audibled out of orks, only to play with THSS land raider marines. fine by me...

The nid list in question

prime with swords

3x zoanthropes in pod
3x zaonthropes in pod
8x ymgarls

9x genestealers with toxin
9x genestealers with toxin
9x genestealers with toxin
24x hormagaunts with toxin
8x ripper swarms with toxin and tunnel swarm

t-fex with rupture
t-fex with rupture

The marine list from memory...

librarian null zone avenger

6x thss termies in a LRC
ironclad dread with heavy flamer in drop pod

10x marines flamer missile combi-flamer in rhino
10x marines flamer missile combi-flamer in rhino
10x marines flamer missile combi-flamer in rhino

2x attack bikes with MM
typhoon
typhoon

thunderfire cannon in drop pod
dakka predator
dakka predator


So I'm certainly facing an absolutely legit list...

We roll mission and get a 5 objective seize ground. We roll for deployment and get dawn of war. Good! I say, my prior lists were bent over so badly by dawn of war, and this one actually likes it. Anyway, this deployment type is what made me shelf hive guard. If you scout your tourneys before hand and they release their missions, and there isn't any dawn of war, then I'd totally field them, they are awesome... but if there is at least one dawn of war, you know you are going to hate that you took them over podding thropes. IMO of course. Nash got to place 3 objectives... He went for dead center, then I went to 12" away from the short side in the middle, then he went for dead center but closer to the right side of table, then I went 12" away from that, as close as I could get to the short side, then he put one close to a long table edge, in the middle of the table. In shorthand. He put 3 as centrally as he could, and I put two as close to my outflankers as I could.

I win the roll and give Nash first turn. He deploys two combat squads in the buildings like this... (Come to think of it, I think this is illegal to split combat squads into on-table/off-table for dawn of war.... it had little to no game impact... but I'll need to figure that out for future games. neither of us call marines our 'main' army...



Top pic is the right side of the table, bottom pic is the left side close to the table edge

I decided to deploy my hormagaunts and prime on table, to get some extra forward movement. This was not a backbreaking mistake, but a mistake nonetheless, the unit ended up moving BACk in its first two movement phases, thanks to the tough to kill land raider, so actually deploying this unit just gave nash more information about where my t-fexes were going to walk on (as they would probably want synapse)


Ok, top of one... Nash moves everything except the drop pods on the long table edge. its obvious where my hormas are so he brings his predators on across from them, the thunderfire cannon tucks in to a little building he had fortified earlier, two of his rhinos hide out of LOS from the t-fexes, with the speeders hiding around that same LOS blocking terrain, the third foot combat squad walks on and runs to get into position to score the objective, not seeing the sleeping genestealers hanging in the trees over their heads... the last rhino combat squad moves over to the thunderfire cannon to support him with flames for the inevitable stealer arrival. hes got a pretty good spread. His flamers are in good spots to intercept my stealers, and the LRC is dead center ready to take over the table center. The attack bikes were hidden behind the land raider crusader ready to pounce on zoanthropes. Nash didn't want to commit the ironclad until he saw where my final t-fex position would be, so he called down the empty drop pod, trying to block the center objective, and flew a bit wide of the mark.


Bottom of one. I just bring on the two t-fexes and say go... thos are my tervigon models standing in.


Top of two, let there be blood. Both speeders flare out 6" to get LOS to my hormas, the LRC moves forward to table center and prepares to just dominate it. The attack bikes skulk along behind it. His whole army shoots into the hormas and account for about 13 of them. The thunderfire cannon being particularly evil. the ironclad landed right in front of the hormagaunt unit and chose to flamer... I think I would have popped smoke, but its fair to say that flaming is a decent choice as well.


Bottom of two. My reserrves rolls were fantastic, I'll freely admit this... but from this point on in the game i pretty much took over. I got both zoans, the ymgarls and the rippers. The stealers stayed safely in reserve. Now nash pointed out that had my stealers shown up instead, they still would have been pretty safe as long as they had shown up on the left side of the table, but either way... the way my reserves came down was a real blessing. Zoanthrope pods tried to contest objectives with the pods and one scattered pretty far backwards from where I wanted it, a little too close to the combat squads behind the building. The other hit right on an objective. I love this 18" range and I love not needing cover. Zoans are just straight awesome and i haven't even fired them yet. Now, the Ymgarls were DIRTY! Like DIRTY, DIRTY... Check out their arrival...

The rippers did a really good job of protecting what i perceived as a threat to the zoanthropes (which it turned out, wasn't) I landed them luckily in the space between the zoans and the combat squad rhinos, then ran to spread them out and block charges.

It turns out Nash had no intention of charging the zoanthropes, because he knows it just sets his troops up to be counter-charged by arriving genestealers and by the rippers/ymgarls. I should have ran them to cover. But it was hard to predict my opponents game plan.

So, the ymgarls then moved... and set up this crazy triple charge. it took awhile to set it up so that I could make this work, but it was devastating...



All my zoans were hoodable, but Nash only managed to hood one. Two of them managed to get boxcars and hooded themselves with massive aneurisms, failing the 3++ without even having to reroll it. I managed to kill the ironclad dreadnought with a single zoan shot, and the other two zoans couldnt get past LRC armor and smoke. Now, I have to tell you how proud I am of my smartness. Nash was trying to push me into shooting my t-fexes at the smoked land raider, but I had LOS to one of his typhoons. The rupture cannon to me is less about LRC kill and more about guaranteed pens to shooty vehicles that are very far away. I took my shot at the speeder, blowing it up. The other speeder was destined for ymgarl CC, so I took a pot shot at the LRC with the other t-fex and whiffed.

In that ymgarl triple CC, I crew stunned the speeder, killed one attack bike, wrecked a rhino and killed one tac marine. The tac marines held, and I piled into them, the attack bike fell back but stayed on the table.

All in all, a fantastic turn, netting me a speeder, a rhino, an attack bike squadron (in a turn) an ironclad, a combat squad (in a turn). And I had a lot of threats laid out in front of him. The LRC however, was still a problem.


Top of three, Nash's plan seemed to be, unload every single bullet he had on zoanthropes, and I won't fault the plan. he was looking for a decisive end to them rather than the quicker but riskier charge into them. The only real moving done was the LRC just pivoting and lining up all of its guns to the zoans. As the dust settled i was left with two zoans, one from each unit, each with only a single wound left, in the carnage i had lost a mycetic spore as well.

It should be noted that in my furious concentration, i forgot to instruct Nash on the use of null zone. He is brand new to vanilla marines and didn't really know how it worked either. I had a zoan unit within 12" this turn, so one could assume that he just failed a shadow in the warp null zone, but in the interest of full disclosure, we did forget to try it. Which turned out to be ok, because I had completley forgotten for the whole game that my stealers had toxin sacs. And many times that came up big against his marines as you would imagine.

Bottom of three... Two of my three stealers showed up, and both decided to show up on the thunderfire side. they nearly crapped the bed, as the first unit manged to not get a single rend on the techmarine (sans poison re-roll of course) and I gulped big time, but fortunately the techmarine failed a 2+. The other unit whiffed on the fast moving rhino, and consigned themselves to the abyss for their failure.

Meanwhile, where all the action is, the ymgarls moved over to start just cleaning up Nash's troops choices.

The ripper swarms moved up to charge the combat squad that fell out of the wrecked rhino, the ymgarls planned to go to the top floor to get the other half... I shot my rupture cannons at the speeder that the ymgarls had walked away from and wrecked it, and i tried for the other rhino but whiffed.

In CC, the ymgarls managed to kill 4 marines and stay locked in the building, the rippers killed off the combat squad and consolidated into as much cover as they could get. Another good turn for me, except now I'm keeping a keen eye on my troops. The LRC has my hormagaunts completely pinned to the back edge of the table for fear of getting wiped out, and one of my genestealer units is almost certainly dead meat after failing to shake that rhino.

Top of 4. In predicatble fashion, Nash moves his unscathed rhino into position to bake some genestealers, he moves his other surviving rhino laterally a bit to get fire onto the rippers and or ymgarls, and his predators rotate to likewise dump fire into those units, trying to save this last 5 man scoring unit over on this side. At this point both of those surviving zoanthropes are still alive, and i pointed out that he probably needed to kill them. But he also was feeling pressure to protect his scoring unit, as the game was rapidly concluding but I had a genestealer unit in reserve still. Again I don't fault his choice, he shot what he could into one zoanthroe, killing it, but the rest of his firepower went into the swarms, making them combat ineffective with two bases remaining. The lone attack bike that was ble to regroup after my ymgarls pile in move took a shot at the other zoanthrope, hit, wound, save... the rhino on the left side of the table laid out flamer, combi-flamer from the hatch, and got 12 hits and 9 wounds, bye-bye stealer unit one.

Bottom of 4. I surround the rhino as best as I can with remaining swarms and ymgarls, and my fresh genestealer unit shows up on my choice of side. i choose to go after that combat speed rhino. If things go just right, I can kill off every troop he's got next turn. First shot I take was the lone wounded zoanthrope, passes test, passes hood, pens, and rolls a 4!!! Thus cementing the 6 zoanthropes into any list I write for standard missions. I dump 4 rupture cannon shots into the surrounded rhino, hoping to get a charge on the survivors with ymgarls, I get weapon destroyed, immobilized and crew stunned. CRAP! So I have to charge it the old fashioned way with ymgarls, they choose strength 5 and hit automatically, easily wrecking it, but miraculously managing not to blow it up.


The fresh stealers weapon destroy and crew stun the rhino, forcing the occupants to get out on their turn if they want to not die. The other stealers climb up to the to of the building cnad charge the combat squad on the roof, beating them, failing to catch them in a sweep, and then escorting them right off table.


So i have a flamer combat squad thats going to eat a big bite out of my stealer unit, I have two predators lined up on my ymgarls, there is a free combat squad roaming around, and the terminators are still comfortably hanging out in table center, preventing my hormagaunts from doing anything but trying to screen my t-fexes, they will not be able to score unless it goes to turn 7, but their existence is managing to anchor the terminators to table center. if they walk away to go after flanking stealers, then my single horma unit could easily scoop up two of those middle objectives. the game is tighter than i'd like it to be, considering how much butt I have been kicking. And it is because I need one more scoring unit in my list.

Top of 5... The predators rotate and the take a dump on my ymgarls, ending an amazing run, the combat squad finishes off the rippers, but in shooting them was out of position to score. The combat squad on the other flank got out, laid one more flamer down and shot its bolters but only managed to kill 4 stealers, they passed their leadership and then made the throat slitting gesture and pointed at the marines.

Bottom of 5... The 5 stealers and the 8 remaining stealers that killed the tfire cannon all converged on the survivors of the rhino wreck and gobbled them up. Consolidating comfortably on the objective. I moved my T-fexes up and reached for my large blast marker in order to cluster spine the other combat squad, and Nash said "just roll to see if the game ends." I should have shot the cluster spines anyway to see if i could have wiped out the squad, but I just rolled. A '2'! the first win my nid test lists have had against a legit mechanized army in a couple weeks! And it didn't feel flukey.

Had the game continued, we would have been playing the hormagaunt tempts the terminators to stay out of the duel between a combat squad and two predators versus two t-fexes. At least one of the t-fexes should easily have been able to at very least contest whichever direction the combat squad would have headed, if not charge them and take them out. As nash pointed out... the game was WAY closer than it should have been. he has this new conservative streak which I find pretty funny, notice him running 30 tac marines here. its because he just got back from the broadside bash, and every mission they had was basically "get as many troops sitting on objectives as early as possible to win" And we DID play a 5 objective seize ground, but I'm willing to change the rippers for another troop.

Ok, I'm happy, the anti-armor was perfectly adequate. I managed to take just what i needed and still had lots of aggressive elements... Lets just do one of those unit by unit write-ups.

tyranid prime - Meh... I chose him because he was virtually unkillable from range, but him and his hormagaunts could have been just about any troop and any synapse and couldn't have done any worse. I didn't hate him, but if I'm going to be playing a lot of games where he isn't going to be able to move up, then I think I want something with a bit more shooting.

zoanthropes in pod - Killed a land raider and an ironclad, and thats it. But come on! Thats actually a tall order, and was insanely vital to my gameplan. Unless land raiders suddenly get banned from tourney play, two of these guys are core...

ymgarls - OMG. Now, I know that not every game they are going to yield like that, but they were instrumental in my taking that middle from Nash. I had plenty of threatening outflankers, but nothing to threaten the middle of his deployment. This was a god-send. Killing two rhinos is clutch, and killing two combat squads was huge as well. Strength 5 is major. And it was nice to just switch over to toughness 5 when i actually wanted to get hung up in CC so as not to get shot. I'm not calling them core. But i have a huge crush on them right now.

genestealers - although not spectacular, they are a troop choice... what do you want? Troops, even good ones, are never spectacular, they just get the job done. I'm done trying to walk across the table with a troop choice, even tervigons. No respectable gunline will let you live long enough to score. genestealers are in... they are core, at least a couple. And I'll remember toxin sacs next time i promise.

ripper swarms - I didn't hate them, but if I was looking to tweak, they didn't really need to be there. they were nice and survivable, but WAY less flexible than stealers. With no brood telepathy, they were tied to my zoanthropes arriving first, and once my zoans were dead, they were a non-factor. What i replace them with does need to be an aggressive fast CC element however.

hormagaunts - Double meh... could have done exactly what they did as a 5 point termagant, I would have had more as well, 30 termagants scores THSS more than 24 hormagaunts. neither unit is going to ultimately beat terminators, but one will make it last a lot longer

t-fex - lets see. How do tyranids kill typhoon speeders or any other fast as hell, long range, fragile gun platform? Call it overcosted if you want. but I need 48" consistent vehicle kill. I also need more that three elite slots to get enough tank kill in my list. Robin is making me pay for the cluster spines and shreddershard beetles and the decent counter-cc, thats fine. They are core. If Nash had to come at me with no terminator marines, or if i could get his terms down to 3 or 2, I could have just finished him up in CC. They aren't JUST the gun. But i don't think the nid dex can be competitive without the gun though.

I liked Nash's list... if anyone thinks its soft, send me a PM to discuss it, I wanna save this thread for nid discussion. Thanks to all of the guys that pointed me towards things like genestealers, Ymgarls and rippers. i think I might not be so gloomy now that I've gotten a totally legit, repeatable win off of a NASTY SM mech list.

Somnicide is going to help me by piloting my IG army against nids very soon, and I'll then know for sure if I'm feeling comfortable in my own metagame with nids... I have also made some tweaks to the list that I want to discuss briefly...

hive tyrant with armored shell, venom cannon and hive commander

3x zoanthropes in pod
3x zoanthropes in pod
7x ymgarls

20x termagants
9x stealers with toxin sacs
8x stealers with toxin sacs
tervigon with adrenal glands toxin sacs crushing claws and catalyst

t-fex with rupture cannon
t-fex with rupture cannon

Still running with the ymgarls, and my core of two genestealer units and 2 zoans and 2 t-fex. I swapped the hormagaunts, a genestealer unit and the rippers, for a tervigon and 20 termagants. I used the leftover points to turn the prime into a 2+ save tyrant that is letting me outflank the tervigon (who wouldn't have even made the list without the ability to outflank) and to get +1 reserves so I can repeat that fantastic reserves call-down I had this game.

The tyrant, unlike the prime, can be killed. With a 2+ save, and taking a 4+ cover from being behind a T-fex, my thinking is... you have lascannons or bright lances, and you AREN'T shooting my t-fexes? Ok, thanks, i'll take that. If I do lose the tyrant, then I'm testing leadership 8 on my t-fexes to shoot at what I want. I can scoop up the big termagant unit with a dominion on an arriving tervigon if its important to me (like in a cap and control for instance). So thats my justification for bringing the hive tyrant back. I also reserve the right to cut the silly HVC and switch over to double dakka if it starts to piss me off again.

An outflanking tervigon, providing FNP to a genestealer unit is outrageously awesome. Cutting gunline firepower by showing up on an extreme edge, and then threatening like 24" from short edges on the next turn with super gant charges is just going to be great. it makes swallowing the bitter pill of that 260 point hive tyrant a little easier, because no one is going to enjoy an outflanking tervigon.

Let me know what you guys thought of the battle, and let me know what you think of the revised list.

and p.s. Mahu, yes, that is a hive tyrant in my list... but until I actually play with it and like it, you can't say "i told you so!"

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
Nasty Nob






Gardner, MA

Great looking list Shep - Im a fan of the T-Fex. That last list looks killer and congrats on your win against that Marine list - nasty!

A man's character is his fate.
 
   
Made in us
Tunneling Trygon





The House that Peterbilt

Nice batrep and analysis as usual.

I like the new list better then the one used in the batrep. My thought (as posted in the stealer shock thread) is that tervigon HQs are an alternative to trying to make primes or tyrants work in this style of list. If you dropped the tyrant and the gaunts, you could put 2 aggro tervigons as HQ and have 130 points to play with for more stealers. Drop the 3rd zoanthrope from each of those and you have even more points. Just my current direction with the models I have.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Fixture of Dakka






San Jose, CA

Nice report, Shep. I'm still working on mine (forgot my camera, so I'm having to draw purty pictures). My opponent pulled a bait-and-switch on me as well, leaving me facing Tau, of all things.

You'll like my Ymgarl results, too.

*edit: Here's my report.

This message was edited 2 times. Last update was at 2010/02/26 23:33:22


Quis Custodiet Ipsos Custodes? 
   
Made in us
Nasty Nob






Gardner, MA

Winterman - I think its more important for Shep's list to retain the outflanking ability - enhanced by the Commander.

Shep and Janthkin Im keenly intereted in your Ymgarl experiences. I think combined with outflanking Tervigons and stealers - having a unit like them that can apply immediate pressure in the middle is solid.

This message was edited 2 times. Last update was at 2010/02/26 20:21:56


A man's character is his fate.
 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

I told you s... dag nab it

It's not that I dislike the Prime, I just think he messes better with a unit of Warriors.

As a competitive Space Marine player, I won't make any comment towards the Marine list and tactics, rather then say it is "o.k.", but I agree that we should keep the discussion on the Nidz.

I really think, in a list with as many outflanking and deepstriking elements, that you may be better off with a Flying Hive Tyrant, even if you play Hive Commander doesn't work off table, and maybe replace the rippers with Gargoyles for deepstrikeing cover saves.

I also think that the Tyrannofex walking across the table is a difficult pill for me to swallow in a list with as much "in your face" as your lists are going. I understand the long range AT fire, but in a list like this, you should be able to box those types of things in. You could almost get two Trygons and a Mawloc for that price.

Maybe:

Hive Tyrant w/ Hive Commander, Wings, 2 Sets of Scything Talons = 255
2 Zoanthropes in a Pod = 160
2 Zoanthropes in a Pod = 160
6 Ymgarls = 138
20 Termagaunts = 100
9 Genestealers w/ Toxin = 144
9 Genestealers w/ Toxin = 144
Tervigon w/ Adrenal, Toxin, Catalyst = 195
22 Gargoyles = 132
Trygon = 200
Trygon = 200
Mawloc = 170


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

 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Great report Shep. I think you learned a lot. I'm glad that Ymgarls and rippers worked out for you. Rippers are still awesome though, I wouldn't completely abandon them yet.

   
Made in us
Stabbin' Skarboy







Mahu wrote:I told you s... dag nab it

It's not that I dislike the Prime, I just think he messes better with a unit of Warriors.

As a competitive Space Marine player, I won't make any comment towards the Marine list and tactics, rather then say it is "o.k.", but I agree that we should keep the discussion on the Nidz.


I dumped my BW Deff Rolla orks at the last minute because I figured testing a "test list" against another "test list" doesn't really help us learn anything. One of us would win and then we would have no idea if we beat a good list. I'll admit I'm ignorant about marines (I've only played with them 3 times) but we figured the list was "typical" and a good test case to use for validation about whether this nid list could perform against mech.


I really think, in a list with as many outflanking and deepstriking elements, that you may be better off with a Flying Hive Tyrant, even if you play Hive Commander doesn't work off table, and maybe replace the rippers with Gargoyles for deepstrikeing cover saves.

I also think that the Tyrannofex walking across the table is a difficult pill for me to swallow in a list with as much "in your face" as your lists are going. I understand the long range AT fire, but in a list like this, you should be able to box those types of things in. You could almost get two Trygons and a Mawloc for that price.



The Tfexes knocked out some of my fire support and pinned my rhinos back on the edge of the table out of LOS. They also forced my terminators to stay near objectives in the middle of the table instead of going off to the table edge to deal with genestealers. If my Terminators leave, the Tfexes surge forward and dominate the center of the battlefield and contest everything.

I am a big proponent of the Hive Tryrant since I think nids have +1 reserve bonuses available in their codex for a reason: They are necessary. The Tyrant isn't the only way to achieve this, but in this list it's probably the best way.

   
Made in us
Tunneling Trygon





The House that Peterbilt

I think its more important for Shep's list to retain the outflanking ability - enhanced by the Commander.

Yeah the outflanking Tervigon could be money. But that 1/3 chance of not getting a good side is no joke either. The +1 reserves is nice though with the zoanthropes, but has its disadvantages also (being required to add the +1 even when you don't want it is gonna hurt against mechdar in reserve or similar reserve gambits).

I dunno, I don't have enough table time with either config to comment much more.

Hive Tyrant w/ Hive Commander, Wings, 2 Sets of Scything Talons = 255
2 Zoanthropes in a Pod = 160
2 Zoanthropes in a Pod = 160
6 Ymgarls = 138
20 Termagaunts = 100
9 Genestealers w/ Toxin = 144
9 Genestealers w/ Toxin = 144
Tervigon w/ Adrenal, Toxin, Catalyst = 195
22 Gargoyles = 132
Trygon = 200
Trygon = 200
Mawloc = 170

This is very very close to what I am using next weekend at a local tournament, except more stealers and no tervigon (since I don't have tervigons or a bunch of ready for quite awhile). I don't have much faith in the tyrant but I have to try and use him since he's all painted and ready to go.

snoogums: "Just because something is not relavant doesn't mean it goes away completely."

Iorek: "Snoogums, you're right. Your arguments are irrelevant, and they sure as heck aren't going away." 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Mahu wrote:I told you s... dag nab it

It's not that I dislike the Prime, I just think he messes better with a unit of Warriors.

As a competitive Space Marine player, I won't make any comment towards the Marine list and tactics, rather then say it is "o.k.", but I agree that we should keep the discussion on the Nidz.

I really think, in a list with as many outflanking and deepstriking elements, that you may be better off with a Flying Hive Tyrant, even if you play Hive Commander doesn't work off table, and maybe replace the rippers with Gargoyles for deepstrikeing cover saves.

I also think that the Tyrannofex walking across the table is a difficult pill for me to swallow in a list with as much "in your face" as your lists are going. I understand the long range AT fire, but in a list like this, you should be able to box those types of things in. You could almost get two Trygons and a Mawloc for that price.

Maybe:

Hive Tyrant w/ Hive Commander, Wings, 2 Sets of Scything Talons = 255
2 Zoanthropes in a Pod = 160
2 Zoanthropes in a Pod = 160
6 Ymgarls = 138
20 Termagaunts = 100
9 Genestealers w/ Toxin = 144
9 Genestealers w/ Toxin = 144
Tervigon w/ Adrenal, Toxin, Catalyst = 195
22 Gargoyles = 132
Trygon = 200
Trygon = 200
Mawloc = 170



Now, we've just basically gone into a fully reserved list. i think that could be ok as a change of pace... but I know EXACTLY what i'd do with my vendettas that would just make you cry.... And mech eldar would be nightmarish to face as well. My metagame has to be completely devoid of these units before I even think of cutting t-fex...

typhoons, vendettas, fire prisms, ravagers...

Unfortunately, rather than them being rare, my opponents are THICK with this slippery, impossible to pin down, and shooty as HELL units.

Also, the trygon has been so depressingly light in the shorts in my games with him, that he is on my temporary ban list. It is particularly embarrassing to see him fall over like a chump versus mechanized gunlines. I don't mind losing him to a CC unit. But the dimensions of the model itself really work against his ability to stay up against a stiff breeze. Robin needed to say "if you don't shoot your electro-static field, you have a 5+ invuln." But he didn't, and thus, against competent opponents the trygon is too easy to drop.


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
Nasty Nob






Gardner, MA

I think this would work nicely:

Swarmlord
1 Tyrant Guard
2 Zoanthropes in Pod
2 Zoanthropes in Pod
6 Ymgarl Stealers
Tervigon, catalyst, toxin, adrenal, Crushing Claws – this one outflanks
Tervigon, catalyst, toxin
10 Termagaunts
10 Termagaunts
12 Genestealers – these outflank
Tyrannofex, Rupture Cannon
Tyrannofex, Rupture Cannon

A man's character is his fate.
 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

kaiservonhugal wrote:I think this would work nicely:

Swarmlord
1 Tyrant Guard
2 Zoanthropes in Pod
2 Zoanthropes in Pod
6 Ymgarl Stealers
Tervigon, catalyst, toxin, adrenal, Crushing Claws – this one outflanks
Tervigon, catalyst, toxin
10 Termagaunts
10 Termagaunts
12 Genestealers – these outflank
Tyrannofex, Rupture Cannon
Tyrannofex, Rupture Cannon


But now we've got those 3+ save MCs with no significant shooting waddling across the table after a dawn of war.... thats just a shooting gallery for gunlines....

the walking tervigon and swarmlord both burned me really badly when facing gunlines. It'll be a while before i set either of them down on the table (outflanking tervigons being the exception)

And swarmlord, unfortunately doesnt give a troop outflanking, he lets you re-roll the sides for outflanking. You need hive commander for the tervie outflank.

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
Nasty Nob






Gardner, MA

I see the light Shep thanks - solid list you got there - tight!! I just wish there was more bulk to your troops at 2000 points.

This message was edited 1 time. Last update was at 2010/02/26 21:15:57


A man's character is his fate.
 
   
Made in gb
Stalwart Veteran Guard Sergeant




Edinburgh.

That was a tough marine list to beat. Nicley done.

All Between 750 and 3000 points: Nids, BA, Imperial Guard, Space Wolves, Orks, CSM, Tau, Ogres, Vampire Counts, Daemons, Skaven, Empire.
DR:90S++G++M+B--IPw40k01+D++A+++/eWD340R+++T(F)DM++

"When the going gets rough the sensible conceal themselves behind large pieces of furniture." 
   
Made in us
Longtime Dakkanaut





Orlando, Florida

Also, the trygon has been so depressingly light in the shorts in my games with him, that he is on my temporary ban list. It is particularly embarrassing to see him fall over like a chump versus mechanized gunlines. I don't mind losing him to a CC unit. But the dimensions of the model itself really work against his ability to stay up against a stiff breeze. Robin needed to say "if you don't shoot your electro-static field, you have a 5+ invuln." But he didn't, and thus, against competent opponents the trygon is too easy to drop.


I swear we must be on opposite brain waves, I transition from a dropping outflanking list to embrace the walking list, and I hated my initial test games with the Tyrgon, but seem to be oddly considering it again.

My thoughts are that Tyrgons and Mawlocs are "go big" type creatures. Putting one against the gun line is sure to fail, but putting 3 with Gargoyle cover saves has potential, at least in theory.

Plus you do have the added benefit of utilizing their holes for the Termagaunts if they don't come in right away, which may help for synapse and objective coverage.

I dunno, Vendettas are prime Zoanthrope targets against IG, there are no Land Raiders to distract their fire.

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

 
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Mahu wrote:
Also, the trygon has been so depressingly light in the shorts in my games with him, that he is on my temporary ban list. It is particularly embarrassing to see him fall over like a chump versus mechanized gunlines. I don't mind losing him to a CC unit. But the dimensions of the model itself really work against his ability to stay up against a stiff breeze. Robin needed to say "if you don't shoot your electro-static field, you have a 5+ invuln." But he didn't, and thus, against competent opponents the trygon is too easy to drop.


I swear we must be on opposite brain waves, I transition from a dropping outflanking list to embrace the walking list, and I hated my initial test games with the Tyrgon, but seem to be oddly considering it again.

My thoughts are that Tyrgons and Mawlocs are "go big" type creatures. Putting one against the gun line is sure to fail, but putting 3 with Gargoyle cover saves has potential, at least in theory.

Plus you do have the added benefit of utilizing their holes for the Termagaunts if they don't come in right away, which may help for synapse and objective coverage.




Haha, I was just looking at Stelek's Nid ard boy suggestion... and saw you over there... Don't get suckered in by the hyperbole over there. A hard boys gunline takes 9 hive guard out on the top of turn 1 in their SLEEP. In fact, I regularly write 2k gunlines that drop 9 hive guard. So then that list walks forward, runs, shoots two t-fexes and says go? A 2500 list can kill 4 tervigons per turn with no problems. And since they were only mildly inconvenienced by the t-fexes, they'll have the top of turn 2 and the top of turn 3 to kill 5 tervigons. Then what was it they were supposed to worry about? the 200 strength 3 gants? The t-fexes will get to be a menace for the late game thats true. But its the only valid threat. If the army gets a non-dawn of war deployment AND gets first turn, they get scary with onslaught on 9 hive guard.

But do you want to attend a tourney where 3 of your 5 anti-transport units are dead at the top of 1 if you don't go first, and are boned out of two turns of shooting if you roll dawn of war?

I am forgetting that I'm preaching to the choir here about hive guard, i know you are a zoanthrope guy... Its just the depressingness of literally moving 6" and then running every turn with a CC unit, against armies that utilize transports, and alternate types of movement. The 40k pundits at large have been lambasting "foot armies" for almost two years. Tervigons have a 'gag' that makes them seem a bit like a transport, but really its just a 200 point CC unit that is walking slowly across the table, a foot unit for all intents and purposes. I can't really figure out how its different enough to "work".

This IG batrep tomorrow is really going to get a few things finalized for me. And i just to make sure everyone remembers what Space Wolves and IG can throw at you on top of turn one. Apply that hypothetical damage to your units, and see if that is acceptable losses, also remember to double that damage if you have insufficient return fire and aren't going to get a turn 2 charge.

SPACE WOLVES
14 missile hits
6 heavy bolter hits
5 lascannon hits (with an additional 5 plasma gun hits on turn 2)
3 living lightning hits (with beast slayer re-rolls)

IMPERIAL GUARD
18 autocannon hits (accounting for bring it down)
17 heavy bolter hits
9 multi-laser hits
6 lascannon hits

Mahu wrote:I dunno, Vendettas are prime Zoanthrope targets against IG, there are no Land Raiders to distract their fire.


But wouldn't it be awful if your zoanthropes were on the table before my vendettas?

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
Dakar



Arlington, VA

Shep wrote:
...

hive tyrant with armored shell, venom cannon and hive commander

3x zoanthropes in pod
3x zoanthropes in pod
7x ymgarls

20x termagants
9x stealers with toxin sacs
8x stealers with toxin sacs
tervigon with adrenal glands toxin sacs crushing claws and catalyst

t-fex with rupture cannon
t-fex with rupture cannon
...
I also reserve the right to cut the silly HVC and switch over to double dakka if it starts to piss me off again.


I despise the scatter die, Double Dakka for me.

If I wanted to upset the apple cart, I'd be tempted to fuss with Something (Elite / Heavy slots?) to find room for a Harpy. I think they're really under-costed.

I like the notion that Running one Tervi (in this case) is superior to two. I think you might get more mileage out of it if you ran it in the HQ slot (freeing up room for more stealer units (but there's no cost-difference to running it as a troop, apart from being scoring).

   
Made in us
Longtime Dakkanaut






Los Angeles, CA

skipmcne wrote:I despise the scatter die, Double Dakka for me.


Haha, twin-linked dice rolling or scatter? I take the consistency almost every time, but theoretically, 36" range and strength 9 should be better, especially considering the table position I'm guessing the tyrant is going to have. of course, that table position will be different for different matchups.

skipmcne wrote:If I wanted to upset the apple cart, I'd be tempted to fuss with Something (Elite / Heavy slots?) to find room for a Harpy. I think they're really under-costed.


I have not tried it, so i wouldn't be caught saying they are no good or they don't work. I'm going to try it, but I don't see how I'll build one that will get a cover save, and the simple autocannon wounding on a 2+ with no armor save just petrifies me.

skipmcne wrote:I like the notion that Running one Tervi (in this case) is superior to two. I think you might get more mileage out of it if you ran it in the HQ slot (freeing up room for more stealer units (but there's no cost-difference to running it as a troop, apart from being scoring).


The first tweak to the list was just to replace the hormagaunts/prime with a straight up tervigon, and hide it behind t-fexes for a cover save. In that case, I would want him as an HQ and not a troop, because I didn't really want another HQ. Then, before i went too far down that road, I started getting turned on by the +1 reserves. Once I started thinking about hive commander, I started thinking about how good a tervigon with alternate deployment would be. But really... this kind of list would work just fine.

tervigon

3x zoanthropes in pod
3x zoanthropes in pod
8x ymgarl genestealers

9x toxin stealers
9x toxin stealers
9x toxin stealers
9x toxin stealers

t-fex rupture
t-fex rupture

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
Nasty Nob






Gardner, MA

I believe he's running it as a troops choice speciffically so he can outflank with it.

A man's character is his fate.
 
   
Made in us
Committed Chaos Cult Marine





7x ymgarls , Bah. I live by these things. WHen ever you have time, try running 2 groups of ten and 3 poded thropes. Charging out of nowhere into Heavy weapons teams and Chimera.

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 ph
Guard Heavy Weapon Crewman




Shep wrote:

tervigon

3x zoanthropes in pod
3x zoanthropes in pod
8x ymgarl genestealers

9x toxin stealers
9x toxin stealers
9x toxin stealers
9x toxin stealers

t-fex rupture
t-fex rupture


This is very similar to the stealer list I did except for a few changes. I only had a single tyrannofex and the Tervigon was troops choice. My HQ choice was, as usual, 2 Tyranid Primes, as you may have read in my battle reports. I join him with tank busters, so its Zoanthropes with Prime in a Pod. Serves a dual purpose of damage soaker and assault deterrent. MEQs in our area never go against me without powerfists because it is a bit frustrating that a 90 pt HQ can take on a whole tactical squad without a power weapon.

I still haven't tested it against a competitive IG list but I'm not getting my hopes up. If IG can wipe out 10 assault terminators through massive shooting without low ap guns, It can definitely wipe out a few stealers. And because of sheer number, just ignore the t-fexes, or slowly kill it with vendettas. With 12 vehicles (all of them having heavy flamers!), they usually can. Plus, as the points go up, the shooting gets nastier.

As for space wolves, if he has Njal or multiple rune priests, the problem just keeps getting bigger just because of the dispel. If they blast my zoeys with enough insta-kills they will be SoTW free and will be expected to cast murderous hurricane on footsloggers which really is a huge pain in the @ss. The solution I had before was to detach the Tyranid Prime on a seek and destroy mission and go for the Rune Priest after the initial drop. It worked then but I don't expect that to work again.

The other alternative I had was 3 groups of thropes in pods with HT with wings and Hive commander... This is a gambler's list though. AND this is assuming that Hive commander is in effect even if he's off the table. 250+ points for an HQ that dies on the first turn is just too bitter a pill to swallow.

This message was edited 1 time. Last update was at 2010/02/28 02:22:30


 
   
Made in us
Fixture of Dakka






on board Terminus Est

Well it looks like you have come up with a balanced list Shep. Was apparently a very good day for the elite stealers. I also feel that stealers in general are superior to gaunts for the reasons you mentioned. Great job versus hte power armors!

G

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

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

Nice report.

Your list is much more competitive than his, don't be too humble

Tokugawa plays:  
   
Made in us
Committed Chaos Cult Marine





I like the prime bettr, the tervagon is to easy a target to cut your synapse

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
Painlord Titan Princeps of Slaanesh






Dallas, TX

Is that marine list really considered competitive in a lot of circles? It just seems like it's lacking something.

40k Armies I play:


Glory for Slaanesh!

 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

It's not a bad Marine list IMO. It has a few questionable units (TFC and Ironclad), but they're still workable.

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in us
Preacher of the Emperor




Boston, MA

Gornall wrote:It's not a bad Marine list IMO. It has a few questionable units (TFC and Ironclad), but they're still workable.


I tend to agree. Its typical but has some really odd choices that don't mesh as well as you would think. I also think its extremely light on long range AT/MC firepower.

@ Shep: Combat Squading for Marines occurs before deployment unless the unit is in a drop pod, in which case it occurs when the pod lands on the table. Its perfectly legal to place two combat squads on the board as starting troops. Good report, as always.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

PanzerLeader wrote:@ Shep: Combat Squading for Marines occurs before deployment unless the unit is in a drop pod, in which case it occurs when the pod lands on the table. Its perfectly legal to place two combat squads on the board as starting troops.


I don't think you can split a tactical squad in half and have part on the table and part in reserve.

OT: How do you think the battle would have taken shape had he been more aggressive with the LRC and Termies?

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in us
Yeoman Warden with a Longbow




Rochester NY

Greatgreatgreat job on the battle report... really well played game!

1500 3000 1000
Dis is how i roll  
   
Made in us
Longtime Dakkanaut





Orlando, Florida

I haven't quite given up on the foot list yet.

Unfortunately, I wasted Saturday tieing for second with Capt. K with my Salamanders. I am hoping to get a few more test games Saturday and do my own batrep.

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

 
   
 
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