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2013/10/04 19:59:08
Subject: The road to BeakyCon! (Game 5 vs Necrons completed)
Hello all! Tomorrow I'll be attending BeakyCon, in Kissimee Florida. Naturally I am bringing my Tyranids, but you'll get to see that list later! Like Sunday night kind of later. Anyways, I figured I'd start this thread out for predictions of what'll happen! I'll give a quick recap of BeakyCon one and two...
BeakyCon 1: My first GT, I somehow went 4-2, enough to land third place of the Silver bracket despite bringing Tyranid Shrikes. What was I thinking?!?!?!
BeakyCon 2: A great start went less great, as I started out 4-0 and was leading the GT at this point... However, dice let me down late and I went 4-2 again (ranking unknown).
BeakyCon 3: You vote, I decide!
Anyways, I am very much so looking forward to this! The scenarios will all have multiple missions, which is quite nice. I'll post those in the BatReps, which will begin on Monday! Expect a photo dump Sunday as well, as I will be snapping lots of pics! I have a nasty, nasty list planned out though! I have been doing some math-hammer and tried out three different lists, and made some tweaks all around... If you want to find my BatReps, I'd look around here: http://knighthammer40k.blogspot.com/search/label/Battle%20Reports
Anyways, vote away on how you think this will go for the Tyranids!
This message was edited 8 times. Last update was at 2013/11/07 04:23:03
jy2 wrote: Before I vote, is this double-FOC? Are Forgeworld allowed?
Good questions there. Double FOC, FW allowed, Allies allowed. 5 rounds, at the end of day one, the four 3-0 players will be entered into a bracket to determine the winner.
I'm going with the 4-10 bracket. I played Nids in a FW allowed GT this year and it was rough. I ended up going 5-1-1 and taking fifth but felt like I had to bring my A game every opponent and hope they had some bad dice. Double FOC makes it alot tougher as I feel it opens up a lot more options that are dangerous to Nids.
Next, here's the pregame info for my first Battle Report...
*Disclaimer on Batreps! I played 5 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*
A note on BeakyCon: Last year, we had two very unfortunate situations where one player was caught cheating (by myself and several other of his opponents) and another player had a single Loaded dice that he was using for first turn and such.For this reason, the TO decided to supply the dice at no additional charge. Every player recieved 6 custom "Beaky" dice and a GW bombardment dice cube. Any time there is a crazy roll in my games (and there were some, from both sides, that hit Lady Averages in the back of the head with a lead pipe, then killed her and left her in a ditch.) there is absolutely no way my opponent cheated. Someone else hit 10/12 overwatch shots AND killed 10 guardsmen to keep an opponent out of a 2" charge, but that was insane.
My List:
Spoiler:
Flyrant, Devourers
Flyrant, Devourers, Hive Commander
Flyrant, Devourers
Tervigon, Toc/Adrenal, 3 powers (warlord)
Tervigon, Toc/Adrenal, 3 powers
Tervigon, Toc/Adrenal, 3 powers
10 gants
10 gants
Doom in SPod 3 Zoeys in SPod 5 Ymgarls
5 Ymgarls
3 Biovores
Opponent: Eric
My Opponents list: Eldar/Tau
Spoiler:
Farseer on bike with Mantle of Laughing God
Spiritseer
10 Guardians in Wave Serpent
10 Guardians in Wave Serpent
10 Guardians in Wave Serpent
11 Guardians in Wave Serpent
5 Dark Reapers in Wave Serpent
Buffing Commander
10 Kroot
3 Rail-sides with SMS Riptide with Ion Accelerator
Aegis Defense Line with Lascannon
My Opponent: I drew first round against Eric, who I had seen at Crucible 2013 but never played. I had actually really hoped to play him here, as he drew third place, while I drew fourth at Crucible. So, I was a bit excited for this matchup, but also knew he was a good player.
The Mission:
Two Primary objectives:
Have the most scoring units in your opponents DZ (6 points)
Have more Kill Points than your opponent (6 points)
One Secondary Objective
Modified Emperors Will: Place an objective in your DZ, scatter it 3d6. Three points for siezing your opponents objective.
Tiebreaker 1: Table quarters
Tiebreaker 2: Kill more scoring units than your opponent
The board: A lot of area terrain, but only a little LoS blocking. Specifically, one tall skinny tower in the center and one small bunker bottom left.
Initiative: Eldar get first turn, there is no Night Fight.
Powers:
Spoiler:
He gets fortune, and... some other stuff. Guide I believe, on the Farseer.
My powers:
Tyrant 1: Iron Arm, Life Leech
Tyrant 2: Enfeeble, Endurance
Tyrant 3: Iron Arm, Smite
Tervigon 1: Iron Arm, Enfeeble, Life Leech
Tervigon 2: Iron Arm, Enfeeble, Smite
Tervigon 3: Iron Arm, Smite, Endurance
Zoey 1: Psychic Shriek, Puppet Master
Zoey 2: Psychic Shriek, Puppet Master
Zoey 3: Psychic Shriek, Dominate
Doom: Psychic Shriek
Great powers, but I must first weather some tremendous Taudar shooting!
Dawn of War deployment
Deployment Taudar: On the left side, his Reapers are on the las behind the Aegis, with Riptide and Broadsides and Jetseer right next to them. Empty Wave Serpent in on the far left. The 4 guardian Wave Serpents are on the right.
Deployment Bugs: I place most of my army on the right, 2 Tervigons and one Flyrant. They hide in a line so the Broadsides have no shots at them. The other two flyrants are behind the bunker at the way bottom left with Biovores. 10 gants in a crater middle of my DZ, everything else is reserved, including one outflanking Tervigon (gotta keep the Primary in mind)
Thoughts/predictions?
Turn 1 Eldar:
Spoiler:
He suffles around a bit, his Riptide moves to get shot at the Tervigons. Then, it's all shooting. Riptide fires at the two Tervigons and wounds one with his blast. Then all 5 Serpents start firing... One targets the Biovores (it moved and can barey see two) and kills those two. The next targets a full strength Tervigon, (my Warlord)... and kills her! Sonnofabitch! He rolled a 6 for the Shields, and got 5 wounds. I failed all five 3+ saves, and then a single rend from the Shuricannon and I fail the cover save. Crap in a Hat! Three Serpents left, one targets the second Tervigon, and gets another 6 for shields! Fortunately, when he wounds me 7 times between all his shots, I "only" fail 4 saves and he has to use a fourth serpent to finish the Tervigon off... Finally the last Serpent targets the Flyrant he can see and does three wounds despite cover.
Turn 1 Tyranids:
Spoiler:
I'm in a state of shock after what just happened... I've seen Serpents shoot and never seen it go that poorly. Part of it was a dismal showing by my dice however... Apparently rolling low for Iron Arm has continued! I roll my Iron arms, and fail one test, the other gets Toughness 7... I come to the immediate decision to get the heck out of there. All three Flyrants leave the board. The Biovore positions himself carefully so that he can't be seen no matter where my opponent moves.
My plan for what's next:
Spoiler:
Ouch! I have one chance, and that's to overwhelm my opponent between reserves and the Flyrants on my turn 2... fortunately he has no targets on his turn.
Turn 2 Eldar:
Spoiler:
He can only see the 10 man gant squad. They die. His reapers/Spiritseer get in the empty transport, leaving the Commander on the quadgun.
Turn 2 Tyranids:
Spoiler:
Reserves incoming! I fortunately have the 2+ thanks to Hive Commander, so there should be lots of pain! Just kidding, Zoanthropes, the Doom, and gants all roll 1s to come in. Then, despite rerolling sides thanks to Warlord trait, my Tervigon comes in on the right, where I can basically threaten nothing... with almost everything failing to show up, I decide to not throw my Flyrants at his gun line. They instead line up out of LoS of his riptide thanks to the tower. I then shoot all three Tyrants at a single Wave Serpent. After all the dust from Strength 6 hits clears... it's fully intact. 27 hits led to 0 glances. He didn't even do anything for cover saves or Serpent shields, I just didn't roll a 6. On the top left, there is a single point of good fortune when my Ymgarls assault his Broadsides and whiff, allowing them to stay in combat.
Below are the Flyrants in formation: Note the Serpents I failed to scratch, and my oddly blurry arm.
Turn 3 Eldar:
Spoiler:
His Serpents manuevre, and proceed to gun down two Flyrants. My rolls are so miserable that I can't even pass a 3+ save or a grounding check. One Serpent and 11 guardians jump out by my Tervigon, and kill her despite the Ruins she is in. He rolls high for rends, and I roll very low on saves. Again. His Farseer (who had advanced slightly last turn) jumps up and kills the Biovore in assault, after taking a wound from perils.Ymgarls break the Broadsides and sweep them.
Turn 3 Tyranids:
Spoiler:
The Zoeys and my gants come in (I still have the 2+, but the Doom fails. Again.). Zoeys land and try to Psychic Shriek the Commander twice, and fail. I do puppet master him and shoot the Lascannon at a Wave Serpent. I roll a hit, then a one to pen. But, he has Tank Hunter! I reroll another 1 to pen. Frak my life. Gants come in and shoot rear armor of a Wave Serpent but get no damage results. My last Flyrant jumps off the board. Ymgarls multi charge the Kroot and Riptide. I murder the kroot and they fall back off the board, but his Riptide rolls snake eyes and stays in combat... :O
Turn 4 Eldar:
Spoiler:
His Seer jumps around, and move around a bit. They shoot the gants and Zoeys off the table, and the Spore Pod.
Turn 4 Nids:
Spoiler:
Ymgarls whiff against his overcharged Riptide, he fails to wound me. Tyrant comes in and Vector Strikes the Farseer, killing her so I get Warlord. Shooting fails to wound the Commander.The Doom, by the way, tried to go next to his Riptide, but instead flew 9" away and hit the board edge and got delayed. Ymgarls take the Riptide down a few wounds but lose a few.
Turn 5 Eldar:
Spoiler:
His Serpents align to blast my Flyrant down (I failed my grounding check first time again, of course.) In CC, his Riptide passes all saves and kill a Ymgarl, finishing off one squad. The other rolls boxcars for Morale...
Turn 5 Nids:
Spoiler:
Ymgarls rally but can't assault, so hide behind a rock. Doom goes after the Riptide and scatters off the board AGAIN.
Turn 6 Eldar:
Spoiler:
He decides to gun down my Ymgarls and drops 4 units into my DZ for Primary. I have no units currently on the board.
Turn 6 Nids:
Spoiler:
The Doom decides now is a good time to finally land and take vengeance on those damn Eldar that dared to get out of their transports. Actually, the Doom tried to land between two squads, and flew off the board again. At this point he is delayed, so I have no units remaing and I am tabled in absolute humiliation...
Final:
Spoiler:
FINAL: 17-1 Eldar-Tau Crushing defeat!
My opponent holds both primaries, secondary, Linebreaker, and last Blood against my Warlord.
Post-game:
Spoiler:
This game was decided by the dice. I felt like every move I did was countered by low or high rolling on someones part. I literally could not succeed at anything I attempted. My opponent was actively apologizing for how the game went, and we both had a bad taste in our mouths. I played till the end because I don't believe in quitting, but this was over way too fast. My opponent agreed that we would have to get a rematch in sometime, because this was just one of those games. At 0-1 I am out of the running to win it all, and now have to run the table to get a respectable record...
This message was edited 5 times. Last update was at 2013/10/10 19:43:35
With that many iron arms and you full boat psychic powers. I don't see the taudar standing much of a chance. But who knows. Weirder things have happened I'm sure ;p
2013/10/08 22:58:46
Subject: Re:The road to BeakyCon! (Game 1 vs Taudar up)
Two Primaries:
Emperors Will: Your objective is worth 2 points, your opponents is 10.
Kill Points modified: Scoring units are two points, the Warlord is worth 4.
Starting turn 5, -1 to Psychic powers, turn 6 -2, etc. (This has no effect)
Bonus points: Last blood, Linebreaker
2013/10/09 02:04:03
Subject: The road to BeakyCon! (Game 1 vs Taudar up)
I dislike making excuses, and I can usually identify a reason why I lost any given game, but this was perhaps my worst game ever. None of tactics ever lasted long enough to see if they'd work, likewise my opponent complimented a few things I did, they just fell apart. Fortunately, I can say that my dice weren't that bad at any point for the rest of the game.
This message was edited 1 time. Last update was at 2013/10/09 02:17:55
2013/10/09 02:42:56
Subject: The road to BeakyCon! (Game 1 vs Taudar up)
It is what it is. These type of games happen and I believe almost everyone has had one of these games before if they've been playing long enough. It's the type of game where you can do no right and your opponent can do no wrong. Now I'm not talking about tactics. I'm talking about the things that are out of your control. These are some of the worst games you will ever experience and it makes you just want to flip the table over and start throwing models around. At least it was cool of your opponent to try to make your feel better.
Wow, dice decided that game for you and I thought you had a chance once I saw your powers. Those games happen. Good you stuck it out, it can be hard to.
While that first game was a Adoublefanny whooping. Hopefully the second game goes better. And I'm actually super interested in seeing how the space marines list works out for him.
2013/10/10 21:29:07
Subject: Re:The road to BeakyCon! (Game 1 vs Taudar up)
*Disclaimer on Batreps! I played 5 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*
Opponent: Hendrik
List: Iron Hands:
Spoiler:
Master of the Forge, Shield Eternal, Servo Harness
5 Tac Marines in Assault Cannon Razorback
5 Tac Marines in Assault Cannon Razorback
5 Tac Marines in Assault Cannon Razorback
5 Tac Marines in Assault Cannon Razorback
5 Tac Marines in Assault Cannon Razorback
5 Tac Marines in Assault Cannon Razorback
3 Centurions with Missile/Grav Cannons
Land Raider
Two Primaries:
Emperors Will: Your objective is worth 2 points, your opponents is 10.
Kill Points modified: Scoring units are two points, the Warlord is worth 4.
Starting turn 5, -1 to Psychic powers, turn 6 -2, etc. (This has no effect)
Bonus points: Last blood, Linebreaker
First turn: Iron Hands
(I am writing from the perspective of a Long board edge. My DZ to the left, opponents to the right. "Up top" is the opposite long board edge, bottom is mine.)
Deployment Iron Hands:
Spoiler:
He puts his MotF and Centurions in the Raider in the center, and 3 Razbacks on either side, relatively moved up. A Thunderfire and dread behind the vehicle line on each side, in pieces of bolstered area terrain. His objective is in the middle of his DZ but moved up.
Deployment Nids:
Spoiler:
Two Tervigons on the bottom, with all three flyrants behind for cover. One Tervigon in the center and towards the top, my Objective is bottom left of the board. Biovores start way far back. Everything else reserved, including one ten man gant squad.
Turn 1 Hands:
Spoiler:
Night fight is on, so he advances and shoots to little effect. Raider gets up in my face, doesn't disembark.
(Remember, troops are two KPs, Warlord is 4) Kill points: IH: 0 Nids: 0
Turn 1 Nids:
Spoiler:
The three Flyrants fly way up and around the Raider, as well as one spawned gant squad, so it can't advance or disembark any further forward. My Tervigons move back a bit out of Centurion range. Shooting is very inneffective as I fail to destroy any Razorbacks.
IH: 0 Nids: 0
Turn 2 Hands:
Spoiler:
His Talons come in on the top, and are avoiding the Tyrants. His Razorbacks ground two Tyrants, who then are killed by split-fring Centurions who jumped out. Stormtalons both shoot a Tervigon and take off three wounds.
IH: 2 Nids: 0
Turn 2 Nids:
Spoiler:
Flyrant sweeps over his lines and behind, destroying a Razback in the process. Wounded Tervigon advances and spawns up top, they assault and kill one Razorback. Ymgarls come down and kill another. Spawned gants and Ymgarls assault his Centurions and kill one.
Tervigons advance with Grav weapons tied up. Zoanthropes drop down and Puppet master a Dread but only take two HPs off a Razor.
IH: 2 Nids: 3
Iron Hands 3:
Spoiler:
His two disembarked Tac Marines and a third up top rapid fire, blowing away 4 stealers and a few gants. Stormtalons go hover mode and kill the Tervigon (Warlord). His Razorbacks and Raider ping off a few wounds here and there from the Tervigons and Flyrant.
IH: 6 Nids: 3
Tyranids 3:
Spoiler:
The DOOM comes in and does some real soul-searching. I believe he totals two 5 man squads with help from some spare gants. Zoanthropes Puppet Master the Dread again and blow a Stormtalon down. The Flyrant drops and combi-charges a Dread and Thunderfire, but does no real damage. Another Centurion is killed. 10 gants come in and do nothing.
IH: 6 Nids: 8
Iron Hands turn 4:
Spoiler:
MotF gets out and assaults a Tervigon.A 5 man squad disembarks next to him but can't assault. Two Razorbacks (one full one empty) race up the bottom side towards me. In CC Tervigon and MotF take a wound each, and my Flyrant kills the Thunderfire. A squad of gants is also killed I believe, as well as the last of one Ymgarl squad.
IH: 9 Nids: 7
Tyranids turn 4:
Spoiler:
Dooms Leech finishes off a third troops choice and moves towards the Dread. But first, Zoeys puppet master him again to knock down the last Talon. Gants then get spawned near my objective to deal with the Razorback and troops inside. I surround it and glance it to death, killing the squad. Tervigon assaults and kills the Sarge of another 5 man squad. Doom then assaults and glances the unlocked dread. Random gaunt shooting kills a Razorback I believe (there's one left at this point. Ymgarls kill the last Centurion.)
IH: 9 Nids: 15
Iron Hands turn 5:
Spoiler:
He shoots down the last Ymgarls with his Thunderfire and last Razback. My Flyrant kills his dread.
IH: 10 Nids: 16
Nids turn 5:
Spoiler:
I assault and kill the Raider with a Tervigon. Flyrant and gants assault and combo-kill the 4 man tac squad. Biovores and Zoeys Psychic Shriek kill the last surviving Tac marines (whose ride I think I killed earlier). My gants from reserve run to claim his objective, I have a ten man squad on mine.
The game ends here.
I am leading modified Kill Points, 23-10. I also hold both objectives for 12 points, and Linebreaker and Last Blood.
Victory, 37-10!
Post game: This was a tough match-up for my opponent I think, as he had a lot of Kill points that I could get. He was a very friendly guy though, who I'd happily play again. It was a good way for me to bounce back though. Game three vs Daemons coming up!
That Iron Hands list is pretty underwhelming. It doesn't have any real range that starts on the table (2 lascannons and 4 twin-linked autocannons that can shoot at only 3 targets plus the two TFCs) and no special weapons outside of the razorback turrets. I like the grav centurions personally, I think he just invested too much in vehicles trying to max out on IWND and didn't really balance the list. Assault cannons are bad against nids because it means you have to close inside their ideal range band to maximize (24 inches and less).
2013/10/14 02:40:36
Subject: Re:The road to BeakyCon! (Game 2 vs Iron Hands up)
*Disclaimer on Batreps! I played 5 games this weekend. It's entirely possible I forgot some details, but I'll do what I can to make it as accurate as possible. I may confuse if I blew up a chimera on turn 2 or 3, etc. If you were my opponent in any of these reports, please speak up and correct any errors I made. Also, opponents will be identified by first name only. If anyone would like even that removed, just let me know and it'll disappear.*
Soulgrinder (Large blast, Harvester gun)
Soulgrinder (Large blast, Harvester gun)
Daemon Prince of Nurgle, Wings, 3+, (Iron Arm, Balesword)
Daemon Prince of Nurgle, Wings, 3+, (Iron Arm, Balesword)
Daemon Prince of Nurgle, Wings, 3+, +1 wound from gifts (Endurance, Balesword)
My Powers:
Spoiler:
Flyrant 1: Iron Arm, Warp Speed
Flyrant 2: Smite, Endurance
Flyrant 3: Endurance, Iron Arm
Tervigon 1: Enfeeble, Life Leech, Warp Speed
Tervigon 2: Endurance, Iron Arm, Life Leech
Tervigon 3: Iron Arm, Enfeeble, Smite
Doom: Psychic Shriek
Zoey 1: Psychic Shriek, Dominate
Zoey 2: Psychic Shriek, Terrify
Zoey 3: Psychic Shriek, Terrify
The Mission:
Deployment: Table quarters! What a Classic.
Primary 1: The Relic is worth 4 points.
Primary 2: Kill Points
Secondary: Destroy all scoring units and get +2 points
Bonus (Slay the Warlord, Linebreaker)
The Board:
Spoiler:
For POV, I have the "bottom right" table quarter, my opponent has top left. This corresponds with the closer right side corner of the pic above as my zone.
Initiative: Daemons have turn one. Night Fight inactive
Deployment Daemons:
Spoiler:
GUO is as far up as possible, Soulgrinders right behind. Daemonettes are farther back with some tall pipes in the way. 'Bearers and Nurglings in reserve. All 4 FMCs just hanging out in the back.
Deployment Nids:
Spoiler:
(This actually is durning my opponets turn one, so you can see a bit of my opponents turn 1) Note the Relic in table center.
Turn 1 Daemons:
Spoiler:
He flies Fateweaver 24" right in front of my army! I was a bit surprised here. He then used ignore cover from Divination and Flickering Flame to kill off my Biovores. Ouch! Nurgle Princes advance cautiously and Daemonettes do too, as well as GUO/Grinders to my left.
Daemons: 1 Nids: 0
Turn 1 Nids:
Spoiler:
Flyrants fly straight forward and try to shoot down a Prince (without IA) He has FnP, but I think I kill him... except my opponent had rolled +1 wound. D'oh! One wound left... I spawn two big gant squads in front of my clustered Tervigons and all around (one doubles out). No way is he charging them! I also enfeeble his closest Daemonettes and shoot a few down. Everything else pours into Fateweaver, who takes no wounds (grimoire) and passes all grounding checks! It ends up with 15 gants ready to assault but he never drops. Bummer! (In the pic below, I would run a few gants after to completely block off routes to the Tervis.)
Daemons: 1 Nids: 0
Turn 2 Daemons:
Spoiler:
His two Princes all Vector Strike one of the Flyrants and kill him. (Third goes off the board) (this was intentional. He could only get one, but now two Princes are on the side of the board near my Tervigons and can get swarmed down.) Fateweaver wiggles around but fails to shoot thanks to Shadows. GUO advances down the road with Grinders behind.
Daemons: 2 Nids: 0
Turn 2 Nids:
Spoiler:
5 Stealers come in, and 3 Zoeys come in (I failed the Doom/5 Ymgarls on a 2+. Sigh) 2 Flyrant goes past his princes and fire at his 'Nettes. After that and the Zoeys, he's at 4 and 1 model left in each squad. Ymgarls assault and kill the 4 man squad for no losses. The other Flyrant goes after a Prince who failed Iron Arm and wounds him to one left. None are grounded though. At least I'm wrapped from his assault. He could shoot open the bubble wrap in one spot, but I've made sure the only Tervi there has Iron Arm up. I also grab the Relic with a spawned 16 man squad.
Daemons: 2 Nids: 1
Turn 3 Daemons:
Spoiler:
Fateweaver flies over my Tervigon/gant mess and shoots open the bubble wrap. Two Princes drop to try to assault the Tervigon. One makes it, (with Iron Arm) and we both do a few wounds. Soulgrinder assaults the 16 gants on the Relic and kills a few. GUO fails his charge. He moves the other Grinder towards my Flyrant but fails to Grimoire him! It then decides to assault the Ymgarls instead, killing all five after shooting. Nurglings come in off a far table edge and hide. Third prince flies up right in front of my gants. He rolls an 11 for Warpstorm, a psyker takes a 3d6 leadership roll, failure turns him into a Herald! I pass on a flyrant, thank the Hive Mind.
Daemons: 3 Nids: 1
Tyranids turn 3:
Spoiler:
Doom comes in next to two Princes and Fatey, does 9 wounds total but ALL are saved. Ugh! No matter. Tervigon in combat spawns some 12 gants and they jump the grounded Prince, do a wound and lock. Then, two ten man squads go after the one in CC. He doesn't survive 40 poisoned attacks, but takes the Tervi down to one wound left in the process. SPod kills last Daemonette on the board. Flyrant assaults the Grinder the got the Ymgarls and explodes it. Other Flyrant swoops behind the Prince that came in (it was at 3 wounds after IWND and Life Leech) and kills it with aid from gants shooting.
Daemons turn 4:
Spoiler:
GUO assaults a small gant screening unit (6 left) and wastes them, he might have had Warp Speed up because thats a lot of attacks. Fateweaver is a pest and flies around with the Grimoire. Last prince and Grinder muck around with their respective gant squads. Plaguebearers try to drop in my bottom right corner on a building, but scatter into the open. Prince is down to one wound. Warpstorm is an 11 again! Thank god I pass the 3d6 Leadership check.
Daemons: 4 Nids: 5
Tyranids turn 4:
Spoiler:
A fresh wave of gants slams into the GUO, he's alive barely. Tervigons spread out, gants run away from the 1 wound left Tervi. Flyrants move around, but have no good shots. Doom advances at the Plaguebearers. Between Spirit Leech, Psychic Shriek and an Assault, he kills them all. In CC the Nurgle Prince goes down to all the poisoned gants. (We're playing fast for 5 turns now, so gants are just thrown around)
Daemons: 4 Nids: 7
Daemons turn 5:
Spoiler:
Fateweaver perils (he's done this a LOT and is down to one wound) and assaults the Tervigon with one wound, killing it. Soulgrinder kills the last 3 gants on the Relic and consolidates over it. I was hoping to pick it up with a Tervigon on my turn, but now I have to go straight for Kill points. In assault I finish the GUO off. The Warp Storm produces a new unit of Daemonettes... who scatter into his GUO and are delayed. This is last turn, so I'll get a KP for unit in reserve!
Daemons: 6 Nids: 9
Tyranids turn 5:
Spoiler:
A flyrant vector strikes the Nurglings, kills two and shoots the last killing it... until he uses Fateys reroll to pass the last save. No Kill Point for me there. But, I do assault poisoned gants into Fateweaver and kill him despite the 2++ reroll! He did only have one wound left. I completely forgot I had 5 Ymgarls left on turn 4 after I failed two reserve rolls. I bring them in, they do nothing.
Daemons: 6 Nids: 10
Game ends here.
Spoiler:
My opponent has 6 KPs, not Warlord. He has one Soulgrinder left (who I could have assaulted and maybe killed) and one nurgling left. He killed 6 units (Flyrant, Tervi, Biovores, Ymgarls, gants, gants). I have Linebreaker (Zoeys) and Warlord (Fateweaver)
Tyranid Victory 12-6!
My opponent played a good game, but it was a bad match up for him, and Shadows in the Warp was huge. I was also lucky with the Warpstorm. A very nice win to make me 2-1!
The tournament at this point: At the end of day 1, there are four 3-0 players, twelve 2-1, twelve 1-2, and four 0-3. The tournament is now split into 8 brackets of four players each based on W-L-D record. Gold bracket is the four 3-0, Silver is the top four 2-1 players, bronze the next four, etc... I find myself the fourth ranked 2-1 player based on Battle Points, so I'm in the Silver bracket! I could still get a very respectable record, but there are tough times ahead!
This message was edited 3 times. Last update was at 2013/10/15 00:47:01
2013/10/14 18:40:24
Subject: Re:The road to BeakyCon! (Game 3 vs Daemons, turn 3 up)
As a Daemon player (mostly Flying Circus builds) I've found that Tyranids can be real uphill battle for me. I run a Tzeentch-heavy list, and Shadows in the Warp really ruins my day. Even if I manage to get Iron Arm on a Prince, I can usually only cast it reliably on the first turn. Shadows winds up shutting down almost all of my shooting, and what does go off generally gets denied on a 5+ if I'm shooting at a high value target (Flyrant or some such).
Nids are really the only army I just don't want to face. I haven't fought Grey Knights since the new Daemons book came out and I don't think that'll go well for me either, though not as badly as Tyranids.
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2013/10/15 01:33:54
Subject: Re:The road to BeakyCon! (Game 3 vs Daemons, turn 3 up)
undertow wrote: As a Daemon player (mostly Flying Circus builds) I've found that Tyranids can be real uphill battle for me. I run a Tzeentch-heavy list, and Shadows in the Warp really ruins my day. Even if I manage to get Iron Arm on a Prince, I can usually only cast it reliably on the first turn. Shadows winds up shutting down almost all of my shooting, and what does go off generally gets denied on a 5+ if I'm shooting at a high value target (Flyrant or some such).
Nids are really the only army I just don't want to face. I haven't fought Grey Knights since the new Daemons book came out and I don't think that'll go well for me either, though not as badly as Tyranids.
Game 3 finished
Yeah, Shadows is a MASSIVE boost against Daemons especially, and against Tyranids as well. Ironically, they're my next opponent...
2013/10/15 01:47:40
Subject: The road to BeakyCon! (Game 3 vs Daemons completed)
It's sad how, without Iron Arm, a DP can be so easily killed by another MC, even a tervigon or riptide, with just 1 smash attack. For the points, those DP's should be T6!
Good comeback so far. Looking forwards to the rest.
jy2 wrote: It's sad how, without Iron Arm, a DP can be so easily killed by another MC, even a tervigon or riptide, with just 1 smash attack. For the points, those DP's should be T6!
Good comeback so far. Looking forwards to the rest.
For how badass those DPs are, T5 is a critical balance aspect.
2013/10/15 14:47:57
Subject: The road to BeakyCon! (Game 3 vs Daemons completed)
jy2 wrote: It's sad how, without Iron Arm, a DP can be so easily killed by another MC, even a tervigon or riptide, with just 1 smash attack. For the points, those DP's should be T6!
Good comeback so far. Looking forwards to the rest.
For how badass those DPs are, T5 is a critical balance aspect.
To me, the loss of EW and the more than doubling of their price is enough of a "critical balance aspect".
I just hate it when these 350-pt guys get one-shotted by a wraithknight or stomped on by a riptide. You know, that under-costed MC....
jy2 wrote: It's sad how, without Iron Arm, a DP can be so easily killed by another MC, even a tervigon or riptide, with just 1 smash attack. For the points, those DP's should be T6!
Good comeback so far. Looking forwards to the rest.
For how badass those DPs are, T5 is a critical balance aspect.
To me, the loss of EW and the more than doubling of their price is enough of a "critical balance aspect".
I just hate it when these 350-pt guys get one-shotted by a wraithknight or stomped on by a riptide. You know, that under-costed MC....
But neither of those can really match the in-game strengths of the DP. With wings, you can control an opponent's movement and target priorities by forcing a relatively hard to hit target on turn 1. The close combat damage potential is far higher than a wraith knight or a riptide and depending on mark and psychic powers, they can be much harder to kill than either and have a much broader effect on the game. It does suck to see them get one shotted, but there isn't that much S10 out there (even Tau rarely have more than 1 Hammerhead) and if the assault is set up properly, a MC is going to die to the DP on average dice at a higher initiative (particularly if you get a Nurgle ID sword or have the dreaded Black Mace).
2013/10/15 17:10:17
Subject: The road to BeakyCon! (Game 3 vs Daemons completed)
jy2 wrote: It's sad how, without Iron Arm, a DP can be so easily killed by another MC, even a tervigon or riptide, with just 1 smash attack. For the points, those DP's should be T6!
Good comeback so far. Looking forwards to the rest.
For how badass those DPs are, T5 is a critical balance aspect.
To me, the loss of EW and the more than doubling of their price is enough of a "critical balance aspect".
I just hate it when these 350-pt guys get one-shotted by a wraithknight or stomped on by a riptide. You know, that under-costed MC....
But neither of those can really match the in-game strengths of the DP. With wings, you can control an opponent's movement and target priorities by forcing a relatively hard to hit target on turn 1. The close combat damage potential is far higher than a wraith knight or a riptide and depending on mark and psychic powers, they can be much harder to kill than either and have a much broader effect on the game. It does suck to see them get one shotted, but there isn't that much S10 out there (even Tau rarely have more than 1 Hammerhead) and if the assault is set up properly, a MC is going to die to the DP on average dice at a higher initiative (particularly if you get a Nurgle ID sword or have the dreaded Black Mace).
Then again, you can also leave him with a 70-pt MSU combat squad to assault, let him overkill and then shoot him down. Without the Grimoire and/or Iron Arm, the DP is really just a big and nasty glass-hammer. Yeah, he's got good offense and he can control the board. But he also needs to rely on a decent amount of LOS-blocking terrain or even a unit of fire warriors can shoot him down reliably (if he's on the ground). As for other MC's, all they need to do is to anchor themselves in area terrain and they have the advantage against a non-Grimoired, non-Iron armed DP.
Give me T6 (or lower the cost slightly) and I may consider running them. Otherwise, I prefer to go with soulgrinders in my daemon army currently. In any case, let's get back on topic. With regards to the DP, I think we can just agree to disagree.