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2012/07/15 19:05:02
Subject: hyv3mynd's First 6th Ed Tournament - 1500pts Tyranids (Game #3 vs Necrons 7/18)
Our monthly event for July was a "Welcome to 6th" event. Players were allowed to bring up to 3 different 1500pt armies to try out as many of the new rules as possible. Allies, fortifications, and player set terrain were all in use. Prize support was raffled off randomly at the end to discourage WAAC lists/behavior for the first event under the new rules.
My first opponent was Garrett who has come out to several of our events, but I haven't had the chance to play him. He brought about 750pts in BA and 750pts in Necrons.
I actually brought 2 lists and I decided to try the more diverse one for this game.
My list:
Tyranid Prime (warlord) + whip/sword, toxins, regen (bio)
Tyrant + wings, devourers, old adversary, regen
Hive Guard x3
Zoanthropes x3 (all bio this game)
Termagants x30 (warlord here)
Tervigon + claws, toxins, 3 powers (bio), cluster spines
Raveners x6 + rending
Shrikes x3 + whip/sword, toxins
The mission was Pure the Alien and deployment was Dawn of War (6th). We set up the terrain and Garrett took the first turn. I think both our warlord traits were objective based so wasted. Zoans get enfeeble x1 and endurance x1, everything else shooting. Tyrant gets warp speed. Tervigon gets endurance and enfeeble.
Spoiler:
Garrett deploys his BA on the right and crons on the left since they're desperate allies.
I deploy in a semi-refused flank to go after the BA first hoping for a transport kill for first blood and his warlord. We get night fight and I decide not to seize as I want him to come to me.
BA move up shifting even more to the right.
Necrons shift up to the middle. Short ranged shooting combined with night fight leave me safe for a turn.
The tyrant swoops up the flank. Everything else pulls right away from the necrons and forward a bit. Hive guard claim 2 hull points off the left rhino. Tyrant wrecks the right rhino via hull points. Tervigon hits the unit with cluster spines and causes enough casualties to also make them fall back.
End of turn 1: BA 0vp, Nids 2vp (rhino, first blood)
The remaining rhinos move up 6". The broken unit regroups. Wraiths and surflord close on the left. Combined necron shooting kills 1 zoan, 1 hive guard, and a few gaunts. BA fail to ground the tyrant.
BA on foot and wraiths get enfeebled. Shrikes move up to intercept the wraiths. Zoans back up to protect the hive guard from the surflord. Raveners, gaunts, and tervigon push up the middle. Tyrant pivots left and swoops 24". Hive guard fail to penetrate the command barge. Tyrant finishes the rhino with 1hp.
Shrikes assault wraiths and each side loses 1. Raveners assault the ghost ark and explode it thanks to hitting on 3's and rerolling 1's.
End of turn 2: BA 0vp, Nids 4vp
BA come out to play. Melta guns take out a couple raveners and put a couple wounds on the tervigon.
Assault marines charge the raveners and wraiths drop another shrike.
Raveners take out 2 marines and get wiped. Surflord assaults zoans and causes 1 wound.
Tervigon spawns 7 with doubles and the whole right flank moves up to assault. The tyrant glides down so he can assault the assault squad that killed the raveners, putting himself closest to the fist. Hive guard explode the last rhino putting 17 hits on the gaunt squad. I lose the front rank and then the prime soaks up all the remaining saves like a pro. The tyrant kills the first and a few others with shooting and finishes them in assault. Wraiths also finish the last shrike. I goof my assault moves on the right flank and don't leave enough space for the tervigon's base. Sometimes 2d6" gives you too much movement and you block your other assaults. The prime challenges (sarge or libby) and the sarge accepts and dies. I lose 9 gants from the blob and take down a couple more marines.
End of turn 3: BA 2vp, Nids 6vp
Here's where I made my biggest mistake of the game. I never read the chariot rules. I knew that the lord can assault while on it, but I didn't put all the pieces together. Sweep, shoot, assault, impact, mindshackle, then they can leave combat with another sweep move and assault back in? This is why necrons are my least favorite army to face. So his surflord leaves combat with the zoans sweeping them, 3 wounds which I fail all saves against, finishing that unit. Then he assaults the hive guard and wipes them out.
My tyrant barely survives the shooting phase. Tervigon makes combat and finishes the right unit but I lose the spawned gaunts. Gaunts and prime finish the left unit and libby.
End of turn 4: BA 5vp, Nids 10vp
Necrons line up to shoot me down.
The tyrant goes down. Due to the new cover and LoS rules for shooting, I start losing gaunts like crazy against all the tesla. The surflord does his thing. I barely survive the turn and we roll for the end but the game continues.
End of turn 5: BA 6vp, Nids 10vp
Garrett tables me in the following turns. I think we even played through 7.
End of game: BA 10vp, Nids 10vp but tabled. New rules state being tabled is an auto-loss!
Well, it started out real good for me, but necrons proved to be too tough for me again. Looking back, I think I should have deployed on the other flank and hit the necrons with my full strength. I spent too many resources on the BA's thinking the rhinos would be the easiest points. I think enfeeble + tyrant dakka would have been the way to go on wraiths and hive guard/raveners going after the command barge. Either way it was a great game, even if a little frustrating at the end when the surflord claimed a total of 5vp because nothing I had left could stop him. I made a bunch of mistakes too often forgetting enfeebled stats and never took my regen and "it will not die" rolls. I didn't set up my terrain very well or even use it much which hurt me against the necron weight of fire.
Still a good learning game for the new edition. There's a lot of potential with tyranids I think now. Hopefully I can start capturing that potential the more accustomed I get to the mechanics and flow.
The mission was The Emperor's Will and deployment was Hammer/Anvil. We set up the terrain and I took the first turn. I don't recall warlord traits so I think they were inconsequential. Zoans get crush x2, dome x2, shockwave, and the rest primaris. Tyrant gets iron arm. Tervigon gets endurance and enfeeble.
There's the swarm. My one objective (skyfire nexus from mysterious objectives) is just on the other side of the wall between raveners and zoans.
Konrad's guard closest to furthest: blob in front, PCS in back. Plasma vets in the chimera. Big blob in the middle with missile team up top. Snipers in the black ruin. In the furthest ruin is another blob, lascannon team, and the CCS in their chimera. Melta/demo vets are in the vendetta reserved. Guard fail to seize.
Tyrant gets endurance and two zoans pop the tk dome. Tervigon spits out 17 gaunts with doubles who move into the lower right ruin (also within 3" of my objective). Everything except the spawned gaunts advances. The tyrant guns down the lascannon team (first blood).
Nothing in the guard army moves. He issues bring it down and FRFSRF twice. My tyrant survives the fusillade and passes all grounding tests. I lose 1 ravener and 1 termagant.
Tyrant gets endurance again. Zoans save their power for crushes (which totally sucks IMO). The swarm advances but the tervigon gets poor terrain rolls. Shrikes advance in the open to help provide target saturation. Tyrant swoops over the central blob and puts himself closest to their commissar.
Love that raveners can move 12" now and ignore terrain. Hive guard wiff against the plasma vet chimera. Zoanthropes attempt crushes on the missile teams but do nothing. Tyrant open up into the blob killing six or so including their commissar.
Raveners assault the closest blob, taking 40 (ish?) overwatch shots, striking last, and still mowing down a dozen or so guardsmen. Their commissar is still in there though so we lock.
The vendetta does not arrive. The PCS next to the ravener melee moves out but gets poor terrain rolls. The far side wipes out the shrikes. Stuff in the middle tries to ground the tyrant again but I pass my tests. At some point my tervigon takes a perils and one wound from shooting. Raveners finish the nearest blob in assault.
The tyrant pivots and swoops to get rear shots on the CCS (warlord) chimera. Raveners move on the PCS. Tervigon leads the prime's blob across the middle. Tervigon gets endurance and I forget to use tk dome on the zoans.
In the backfield the spawned blob holds my objective, hive guard are at table center, and the rest of the prime's blob stays back in case my objective is threatened.
Hive guard wreck the plasma vet chimera via hull points and the unit is pinned. The tyrant also wrecks the CCS chimera via hull points and they pin, but pass with the reroll from the banner.
The tervigon assaults the central blob (lost their commissar). The raveners assault the PCS and wipe them out. The tervigon takes a wound and kills a couple guardsmen, but we lock.
The vendetta arrives in my back corner but the unit stays onboard. The vendetta wipes out the zoanthropes.
The backfield guard try to down the tyrant again but I pass my grounding tests. The tervigon melee continues.
I send the raveners after the plasma vets now.
The tyrant glides down to shoot and assault the CCS (warlord).
In my backfield, I pull the spawned unit into cover and the prime's blob back into scoring range (objective is behind the wall). Hive guard hit the flyer once but fail to damage it. The tyrant wipes out the CCS with shooting.
Ravaners take a couple wounds from overwatch but I put the wounded models in the back of the unit so I don't have to pull one. However, the plasma vets kick butt in assault with 5 regular wounds and a couple from the str6 fist. I'm now out of synapse and one surviving model falls back. Tervigon and blob continue to bang on each other. The blob fails morale and falls back.
Melta/demo vets jump out and kill 6 or so gaunts.
Plasma vets come up to finish the last ravener. The central blob rallies and forms up. He focuses fire on the tervigon and knocks it down to 1 wound. The far side focuses on the tyrant also knocking it down to 1 wound.
This will be the last turn due to time. Spawned gaunts shoot and assault the vets. Hive guard wiff.
Tervigon and tyrant assault the central blob and wipe them out.
Combined fire kills the tyrant but my tervigon makes every save.
The game ends at the bottom of 5 due to time. Tyranids 9vp (2 obj, first blood, warlord, linebreaker) Guard 0vp. Had the game gone extra turns with more time and the 3+, Konrad would have killed the tervigon and claimed his own objective making it Nids 5vp, Guard 3vp.
This was by far the most "cinematic" and fun game I've played in 6th so far mostly due to the lists and terrain. It was like playing out Starship Troopers. Game wise, I forgot my regen rolls again and fudged the powers on the zoans, but I've been out of my tyranid game for the end of 5th ed so it's mostly getting back in the groove. Konrad's dice rolls were a bit depressing at the end with the vendetta rolling at least 7 1's over two turns. The tyrant and tervigon also should have died a bit earlier. All in all, still a pretty close game considering I was slowly losing the war of attrition. I probably should have deployed the shrikes on the same side as raveners and maybe they would have survived to see combat. Everything else went pretty well I think.
Game #3 vs "Courtney" and his Necrons coming later this week.
My third opponent was "Courtney" and his newly fleshed out Necrons.
The mission was The Scouring which also made his wraiths a scoring unit. Deployment was Vanguard Strike. Courtney deployed his aegis and we set up terrain and objectives. Courtney's 3 objectives were each 6" from his table edges and 12" apart. Mine were in a triangle a bit less castled than his. My warlord got the 12" share leadership bubble. I don't recall his. Tyrant got Iron Arm. One tervigon got Enfeeble/Warp Speed. The other got Endurance/Life Leech.
Courtney deploys both warrior units behind the aegis on 2 objectives. Immortals are behind the right ruin on the 3rd objective. This is my right flank.
On the left peak of his triangle goes the wraiths and surflord.
Prime/fex go in my left ruin. Hive guard go in the right ruin. Tyrant is at a safe distance thanks to pre-measuring. This is what terrain looks like when you run out of provided pieces before you place all your d3's. We flip the random objectives and Courtney's are 4,3,2. Mine are 3,2,1. This means Courtney is winning the game by 3 points right now and literally doesn't have to do anything except keep me out. One of his mysterious objectives is also +1 cover (behind the aegis).
3 scarabs. Spyders and immortals move towards the center a bit.
Tyrant gets endurance and swoops up the far left flank (OOR of the quad gun). One tervigon spawns gaunts (no doubles) which fall back to hold one objective (2 of mine are grav fields, one is nothing). Hive guard pen the command barge, immobilizing it but he takes the wound on the overlord instead.
No doom scythe yet. +3 scarabs. Nothing on the right moves.
Command barge comes up 6" and dumps the overlord out 6". Shooting kills another hive gaurd. The overlord makes his assault distance on the fex/prime. He challenges, I decline, the fex punches itself and the overlord finishes it.
Tyrant gets iron arm and endurance. Enfeeble fails on the overlord. Both spores drop in and I go balls deep in necron territory as it's my only chance to threaten his objectives. Gaunts on the left kill 6 warriors and 5 stay down. They pass morale. Gaunts on the right kill 3 warriors and they pass morale. I was really hoping to get one unit to run off the table.
+ 2 more units of spawned gaunts (both doubles). One small unit falls back to hold another objective. The other surrounds the overlord and both tervigons move up. The one on top is supposed to be in the ground floor. The tyrant swoops up to the ruin the wraiths are hiding behind and shoots one down. Hive guard take another hull point odd the command barge. Believe it or not, the left tervigon hits the command barge with the cluster spines, glances it with a 6, and he fails his cover claiming the last hull point and wrecking it.
Tervigon and gaunts assault in to save my warlord. I don't challenge, he does, I decline, he removes the tervigon from combat, I cause 1 wound, he uses the labyrinth on my warlord but I pass my test and we lock.
Doom scythe arrives.
+ 3 scarabs. Everything surrounds my podded units. The wraiths come out to play hoping for a 10" assault. Shooting claims a couple gaunts in the back and a wound off a tervigon. In his DZ, I lose both units of gaunts and spores. The wraiths fail their assault distance. His overlord finally falls to the weight of poisoned gaunt attacks and doesn't get back up.
I consolidate back a bit and use a spawned unit as a screen. We each have out own objectives still so that's 10-7 necrons after first blood and warlord points. We're also running out of time.
My tyrant gets iron arm and shoots the gap and ends up within 3" of one objective and still swooping. His shooting wipes out the smaller warrior unit in the middle of that blob. The rest of my army hunkers down in the backfield as they need to hold off the wraiths.
Courtney brings his whole army except the wraiths back to shoot/kill/tarpit the flyrant. I fail my last grounding test of the shooting phase and the huge scarab mob and spyders assault in. Luckily, iron arm has made me immune to the scarabs and the spyders need 5's to hit and 5's to wound. The tyrant starts whittling away at the spyders.
Luckily, iron arm has made me immune to the scarabs and the spyders need 5's to hit and 5's to wound. The tyrant starts whittling away at the spyders.
The wraiths assault the screen unit and kill 8 of 12. Thanks to the new fearless, my survivors hold.
This is the bottom of 5 and we're out of time. One tervigon does endurance and the other does enfeeble. They assault in and kill a wraith. Right now Courtney has won due to time. Since the prizes are being raffled anyways and win/loss doesn't matter, I asked him if we could roll the dice and see what could happened if we had been comfortable enough with the rules to play in the time limit. He obliged me and rolled, and the game went on to turn 6.
Courtney swings around the doom scythe for another pass. It kills a few more gaunts off the top left objective but not enough to clear the objective. Next turn its minimum movement will leave it no targets. We were playing a mounted fire arc on the death ray as we weren't sure if it was a turret.
In assault up top, the scarabs still can't hurt the tyrant and I knock over another spyder. Down on my objectives, the tervigons drop another wraith.
I get off iron arm again on the tyrant and he goes up to 8/8 and finishes the spyders.
We roll for the end again, and the game goes on to turn 7. The tyrant is unable to chew through the massive scarab swarm and is within 3" of one objective. My tervigons finish off the wraiths with endurance and enfeeble.
At the end of 7 turns, the score was 8-7 in favor of the tyranids after secondary points. I had my 3 objectives and denied one of his with the tyrant. He had first blood and I had warlord and linebreaker.
What an intense and entertaining game! I gotta give it to Courtney, he didn't have to do anything but castle to win but he still threw a good chunk of his army at me to make it a game. I was pretty bummed with the way the random factors of the mission rolled out as it sucks to start a game down by 3 points in a tournament. I lost that game twice over, but it shows the value of sticking with it and playing it out until the end. The tyrant also saved my butt. 6's to hit are actually really easy for necrons with an abundance of tesla and rapid fire, but I made several grounding tests in a row. Iron arm by itself saved me from the scarabs as one unsaved wound would have been the last of his armor save if he was t6. Plus I was lucky enough to finish the overlord this game and the command barge. Seriously an annoying unit with 2+/3++ and scarabs.
This list definitely wasn't as fun to play as the list I used in the first two games, but it closer to the core of a competitive list I would consider. I hope you enjoy reading about the battle as much as I enjoyed playing. I feel there's still a lot to learn about 6th ed mechanics and a lot of it will hurt along the way, but I'm enjoying the journey so far.
This message was edited 5 times. Last update was at 2012/07/19 03:41:54
Great report - also the new table looks awesome. Seems like you did some additional work to the one you brought a few weeks ago.
I have said this before - but I really like the potential for Tyranids to exploit the new psyker rules. I am also interested to see how the Harpy plays out as a Flying Monstrous Creature now too.
Still have yet to test the harpy, mostly because a flyrant is so good now. Only have 1 set of wings so it's one of the other for now.
I'm hesitant to use more than 5 psykers because of the increased availability of farseers. It would unbalance the list I think and be more vulnerable to bad pairings.
5 Psykers could be problematics vs Runes of Warding, that's sure. In the same time however 5 Shadows of the Warp all around those nasty strong-again Eldars could be useful too
This message was edited 1 time. Last update was at 2012/07/16 22:30:44
Every molecule will be useful
6000+ pts NIDS
() 2000 pts growing to 4000...
2012/07/17 02:53:11
Subject: hyv3mynd's First 6th Ed Tournament - 1500pts Tyranids (Game #2 vs IG 7/16)
Toban wrote:5 Psykers could be problematics vs Runes of Warding, that's sure. In the same time however 5 Shadows of the Warp all around those nasty strong-again Eldars could be useful too
Except no Eldar Seer is going to go anywhere near a Synapse creature, with unlimited range for Warding they will always be able to hang well back and avoid Shadows range. On top of that Shadows doesn't effect models in transports, and pretty much every Farseer will be hiding in a Serpent or Falcon.
2012/07/17 03:26:19
Subject: hyv3mynd's First 6th Ed Tournament - 1500pts Tyranids (Game #2 vs IG 7/16)
Toban wrote:5 Psykers could be problematics vs Runes of Warding, that's sure. In the same time however 5 Shadows of the Warp all around those nasty strong-again Eldars could be useful too
Except no Eldar Seer is going to go anywhere near a Synapse creature, with unlimited range for Warding they will always be able to hang well back and avoid Shadows range. On top of that Shadows doesn't effect models in transports, and pretty much every Farseer will be hiding in a Serpent or Falcon.
#1. With a flyrant, it's quite easy to smack shadows on a farseer turn 1/2 thanks to pre-measuring.
#2. The FAQ was changed. SiTW does in fact affect embarked units now.
Doesn't Telekensis Dome provide a 5+ cover or invulnerable save against shooting attacks? If so, why would you cast TD on a unit of Zoes when they already have a 3++? I know there is a chance for reflected shots but only if the enemy unit is no more than 6" away. Seems like I am missing something. Did you mean that you forgot to have the Zoes cast it on a different unit?
Doesn't Telekensis Dome provide a 5+ cover or invulnerable save against shooting attacks? If so, why would you cast TD on a unit of Zoes when they already have a 3++? I know there is a chance for reflected shots but only if the enemy unit is no more than 6" away. Seems like I am missing something. Did you mean that you forgot to have the Zoes cast it on a different unit?
I believe tk dome has an area effect to it which would have passed on to the gaunts. It wouldn't have mattered much to those in the ruin, but the front rank extended past the ruin. It would have been important to them as shooting is allocated to the closest models and the closest were out of cover.
It gives a 5+ to the UNIT within 12", which is pretty cool. The reflection bit is just icing on the cake.
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2012/07/19 03:47:42
Subject: hyv3mynd's First 6th Ed Tournament - 1500pts Tyranids (Game #3 vs Necrons 7/18)
Great reports! I have really enjoyed your blog and reports and have recommended it to a few people who were down on tyranids. Keep up the good work.
Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
Live in the Pacific NW? Check out http://ordofanaticus.com
2012/07/19 13:48:59
Subject: Re:hyv3mynd's First 6th Ed Tournament - 1500pts Tyranids (Game #3 vs Necrons 7/18)
Before the event, we filled up 25% of each table with pieces. Many of the local guys really wanted to play out everything as written so each player picked a half and rolled d3 for each 2x2 and took turn placing pieces.
I'm not a fan of the system as given similar armies and similar missions, games will start to look the same. Also with the store's current selection and including the terrain set I brought, 25% initial coverage saw many tables running out of pieces before players reached their density limits.
It's just my opinion and I have a bias from playing a xenos assault army. With that system, a guard player could also "decide" to stop placing pieces, leaving their entire half of the table. Castling in with impassible pieces leaving only 3" gaps against daemons. Lay down 3 parallel rivers to stop foot orks in their path.
Maybe fun at home in a themed "cinematic" game, but not conducive to the tournament setting IMO.
It is a bit early in my opinion to decide whether or not player placed terrain will work - I look at the evolution of terrain from 4th to 5th edition to accommodate TLOS, and I think there needs to be a similar evolution to accommodate player placed terrain. What that might be, I am unsure - I have not played with player placed terrain yet.
calypso2ts wrote:It is a bit early in my opinion to decide whether or not player placed terrain will work - I look at the evolution of terrain from 4th to 5th edition to accommodate TLOS, and I think there needs to be a similar evolution to accommodate player placed terrain. What that might be, I am unsure - I have not played with player placed terrain yet.
I have and it's a delicate balance between placing terrain that favors your playstyle, and placing terrain that completely invalidates your opponent's army. (there's already a debacle over a fortress of redemption blocking off a table corner in missions that use objectives.)
In friendly games where players will discuss what's going on and play in a manner that is fun for both, i think player-placed terrain will be fine. In tournament play, we will see, but i will say that Warmachine/Hordes steamroller rules (their tournament rulebook) uses the alternating terrain set up method. Players in that game system have learned how to use terrain that best suits their army style as just another tactic in their playbook. I think 40K players *should* try to do the same.
Been out of the game for awhile, trying to find time to get back into it.
2012/07/21 04:16:25
Subject: hyv3mynd's First 6th Ed Tournament - 1500pts Tyranids (Game #3 vs Necrons 7/18)
hyv3mynd wrote:
It's just my opinion and I have a bias from playing a xenos assault army. With that system, a guard player could also "decide" to stop placing pieces, leaving their entire half of the table. Castling in with impassible pieces leaving only 3" gaps against daemons. Lay down 3 parallel rivers to stop foot orks in their path.
If one player stops, the other can continue until the table has reached its limit, so that is not really an issue.
My concerns in a tourney setting would mostly be practical ones: time, where to store left-over terrain, damage to terrain from too much handling by people who don't really care etc.
hyv3mynd wrote:
It's just my opinion and I have a bias from playing a xenos assault army. With that system, a guard player could also "decide" to stop placing pieces, leaving their entire half of the table. Castling in with impassible pieces leaving only 3" gaps against daemons. Lay down 3 parallel rivers to stop foot orks in their path.
If one player stops, the other can continue until the table has reached its limit, so that is not really an issue.
My concerns in a tourney setting would mostly be practical ones: time, where to store left-over terrain, damage to terrain from too much handling by people who don't really care etc.
Those are all good practical reasons you'll still see tourney tables set up with the other method in the book (narrative - IE just set it up and play). Hopefully TO's still maintain a good mix of mysterious, BLOS, and difficult terrain pieces.
Been out of the game for awhile, trying to find time to get back into it.