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JotWW Can Suck It! Local RTT Batrep Round 3 (Nids vs. Chaos)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

So the third Batrep is up on my blog and can be found here:

http://hulksmash-homeplace.blogspot.com/2011/06/jotww-can-suck-it-local-rtt-batrep_07.html

No pictures but I hope you enjoy it anyway!

This message was edited 1 time. Last update was at 2011/06/07 13:03:49


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They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
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Fixture of Dakka






San Jose, CA

Yes, very poor plan by your opponent - dual-lash is incredibly potent against Tyranids, as it can easily break the wave of assault units into small & easily-digested pieces. Congratulations on recovering & winning!

If you're dropping the Lictors, consider some Ymgarls. Lovely disruption effects, paired with all of the same genestealer-goodness (plus more).

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Sybarite Swinging an Agonizer






Why did you even try Lictors? I'm just curious because my entire crew think Lictors are beyond terrible seeing how they can't assault the turn they come in anymore. And I'm surprised the Gargs didn't do more for you. I feel like they are a bread n' butter unit for 'Nids as they are super fast, dirt cheap, and provide tons of screening to grant cover for your other guys.


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Painlord Titan Princeps of Slaanesh






Dallas, TX

FYI if he has a sorcerer attached to a unit of flamers, he can't lash you into flamer range and then toast you. You measure ranges for everyone in the unit at the same time, so if you aren't in range of flamers when the lash happens, they just miss. There's no sequential firing from the same unit's weapons.

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Made in us
Fixture of Dakka





San Jose, CA

Congrats on surviving against dual-lash. I feel that is one of the toughest builds for nids. Huge mistake by your opponent for not have both lash HQ's on the board to start.

Also, what Spellbound said about lash+flamers from the termie squad. Your opponent played it wrong.


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Kurce wrote:Why did you even try Lictors? I'm just curious because my entire crew think Lictors are beyond terrible seeing how they can't assault the turn they come in anymore. And I'm surprised the Gargs didn't do more for you. I feel like they are a bread n' butter unit for 'Nids as they are super fast, dirt cheap, and provide tons of screening to grant cover for your other guys.


Well, most nid builds get dominated on the tournament scene, and as you can see from his list, it's much different than the popular builds. He's trying to throw something new at people to throw them off and giving lictors a try was worth it.

I definitely think switching to ymgarls would be a vast improvement. Heck, even switching to the single deathleaper or a DoM would be better.

Good report! Keep up the pwnage!
   
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Rotting Sorcerer of Nurgle






Jacksonville, NC

Good rep bud, definitely unique!

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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

@Janth

I'm considering Ygmarls for this list. But I'm also considering adding a HT w/Guard so I'm not sure how it's going to go

@Kurce

Gargs single problem is getting them all into position to actually get to attack on the charge. Especially if you are throwing them up to engage as a stall for the rest of the army. Regarding lictors they looked like fun. But I'm thinking 6-9 are required for that to work

@Jy2 & Spellbound

Seemed to be a theme at this tournament But seriously I should have caught, I know my Daemons DP can't pavane and burn so I should have caught. Sucks because I think the genestealers might have had a delicious meal if not....wait, they got pinned from the lash so forget it.

@Omerack & Zid

Glad you guys enjoyed the reports. Thanks for reading them

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Dankhold Troggoth






Shadeglass Maze

Wow, I love your list!! Mmmmmmmmmmmmmmm, must resist...

I didn't know it was possible to do well, let alone win, with non-MC nids. Of course you're probably playing them really well so there is that to consider . But still... awesome.

   
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Lurking Gaunt




Melbourne, Australia

Another wonderful report, thank you!
   
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Tilter at Windmills






Manchester, NH

Nice report! I agree with you entirely about the tactical error. he had the ingredients to give you a tough one. But he misused them.

BTW, the way you wrote his army list is appears you've mashed together the berserkers and the second squad of CSMs. I was staring at it for a minute or two trying to figure out how the heck 'zerks got a flamer and melta, before giving up and writing it off. Then I saw in the report that he had two CSM squads, and the pieces fell into place.

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Fireknife Shas'el





Reedsburg, WI

Hulksmash wrote:@Janth

I'm considering Ygmarls for this list. But I'm also considering adding a HT w/Guard so I'm not sure how it's going to go


For what it is worth (and it probably ain't worth much ) I currently use both. In each of the games I have played so far, the ymargls have helped eliminate shooting pressure from my opponent on turn 2 (thanks to Hive Commander)...including taking out a Lash Prince in my last game. I also give the HT Hive Commander, so that my ymarls have a 3+ to come in on turn 2. Seeing as they are meant to reak havok amoungst my opponent's heavy weapons as soon as possible, I figure trading one ymarl to get the boost to reserves is worth the sacrifice. YMWPV. Anyways, thanks for sharing your battle report. Always nice to see into the mind of a good Nid tactician.

This message was edited 1 time. Last update was at 2011/06/10 15:46:39


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San Jose, CA

Hive Commander (or the Swarmlord) synergize very well with Ymgarls. The trick is points - them Tyrants are expensive!

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