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2013/01/06 19:30:38
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre (Finished)
I've seen a lot of people in Jy2's threads asking to see a competitive Tyranid list up against a venomspam army. Lucky for all of us, I happen to have both!
Without further ado, meet the armies.
Hive Fleet Amon Amarth
Flyrant with 2x TL devourers, old adversary, warlord
Flyrant with 2x TL devourers, old adversary, hive commander
3x Hive Guard
10x Ymgarl Genestealers
Doom of Malan'tai in a pod
2x Tervigon with adrenal glands, toxin sacs, catalyst, onslaught, cluster spines and scything talons
20x Termagants
11x Termagants
25x Gargoyles with toxin sacs
3x Biovores
The Kabal of the Screaming Spectre
Asdrubael Vect
Haemonculous with Shattershard and Liquifier gun
7 Incubi with Klaivex, onslaught and demiklaives
-Raider with aethersails, night shields, flickerfields and a shock prow
2x4 Truborn with 4x blasters
-Venom with extra cannon and night shields
5x5 Warriors with shredder
-Venom with extra cannon and night shields
3x Ravager with night shields and flickerfields
Mission Since people seem to enjoy Jy2's recent games, and I personally love multi-tiered tournament style missions, I decided to play a BAO type scenario.
The way the BAO scenarios work is this. There are always 2 book missions, one worth 4 points and the other worth 3 points. There are also the 3 bonus points - First Blood, Slay the Warlord and Linebreaker - for a possible total of 10 points. Whoever gets the most points wins.
I rolled up Relic as the primary and The Scouring as the secondary
Here's a view of the board
There's a lack of large LOS blocking terrain, but the three building ruins across the center can be used to get cover and possibly even hide Tyranid MCs. Plenty of area terrain all over the place.
The relic obviously goes in the center in the small building
The scouring objectives are spread across the center line, with the DE placing them as far apart as possible to try to force the Nids to split up and the Nids trying to get them as centrally focused as possible.
Warlord traits and psychic powers Vect gets night fighting (Hooray, for what use it'll be versus the Tyranids)
The Flyrant gets -1 to Vect's reserves (gak)
The Doom keeps cataclysm
The Flyrant warlord gets endurance and warp speed
The Flyrant hive commander gets life leech and enfeeble
Pink Tervigon gets iron arm, life leechand haemmorage
Green Tervigon gets iron arm, enfeeble and life leech
Deployment Deployment is Hammer and Anvil
Vect wins the roll of for first turn and selects the side of the board with the furthest objective
The mission favors the Tyranids, but deployment type, night fighting, a useless warlord trait, mediocre psychic powers and losing first turn means they are in a poor position out of the gate.
Who do you think is going to take this and why? I'm about to deploy and start rolling, should have the report up tonight or tomorrow.
This message was edited 2 times. Last update was at 2013/01/10 22:22:33
2013/01/06 19:37:59
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
It will be a massacre for the DE. DE are designed to take on tyranids! If DE get first turn (which they most likily will with vect) they can easily down a flyrant or any MC they want with there DL and SC. In the unlikily event tyranids do go first they carnt pop any transports reliably with the flyrants because of night fighting and a few more terma's wont do much. Next turn the at least one flyrant will be downed by venom fire then slagged by darklight. Vect will want to be in combat with the Tervigons as he has an abserd amount of attacks which hit on 3's, wound on 3's and ignore your save while the shadow field and look out sir to keep him safe. If his shadow field is poped by gaunts watch his str 10 blast which regain his wounds troll you.
This isn't a fair match because the tyranid army isn't capable of taking on that much mech. Your only anti vehical are 24'', 18 with night shields. DoM carn't hurt people in transports and anybody out of it will be dead anyway (exploding venoms).
Although i do want to see a report with vect, so i will be waiting and trying to hold back my sympathy for the tyranid.
2013/01/06 20:34:45
Subject: Re:2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
This is going to be a tough battle for the bugs but it isn't unwinnable for them. The key is the survival of those flyrants. I don't think reserving them is a good idea but at the same time, if he can't hide the flyrants upon deployment, then he may be forced to reserve them. However, one thing to keep in mind is that even the gribblies can hurt the DE transports, both with shooting and assault. Well, they do need to be within 6" to hurt the vehicles with shooting and gargoyles won't be able to hurt them in assault without furious charge.
Iron Arm will help against the dark lances and blasters, though Endurance is what the bugs really need. Ymgarls could be an X-factor if DE places them too close to area terrain, but the main offense will come from the flyrants.
But just like in my GK vs Tyranids game, firepower isn't everything. Nids can be a serious underdog in the offensive department but still win the game if they play the mission properly. All things considered, I like the tyranid's chances in this game. I would say 60% DE's game and 40% Tyranid's game.
if you want a paper for the rock, well you have it, with some luck he can take out the tervigon's turn 1 and after that its an uphill battle for the Nids
You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things
And we shall do so again.
4500 pts
2013/01/06 21:37:04
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Valek wrote: if you want a paper for the rock, well you have it, with some luck he can take out the tervigon's turn 1 and after that its an uphill battle for the Nids
Player skill matters. The DE player could have no idea on what his priorities should be. Just because you have a fly swatter doesn't mean you know how to use it
Well, the game is in the books, as they say. To anyone who thinks it's gonna be a shutout either way, well, I hope you like surprises. That was one of the best games I've ever played, and I'm really just upset it wasn't with another player. The dice were all over the place on both sides, it was awesome. I'll try to get the deployment and first turn done tonight.
Valek wrote: if you want a paper for the rock, well you have it, with some luck he can take out the tervigon's turn 1 and after that its an uphill battle for the Nids
Player skill matters. The DE player could have no idea on what his priorities should be. Just because you have a fly swatter doesn't mean you know how to use it
Considering I'm playing myself, I hope I know what I'm doing! Haha. I've actually yet to lose a game of 6E with my Nids. I've played a lot of wolves, necrons, Eldrad/Tau, and IG, but never a venomspam, cronair, IG airforce or Eldrad support airforce. In my experience, Tyranids have 100% the tools to beat any balanced TAC list out there. Their biggest weakness is against heavy firepower with Eldar psyker defense, or against fliers. I'm going into this matchup knowing exactly what DE does to Tyranids, having gotten stomped by Dashofpepper's DE back in 5th at several tournaments. It's a winnable game, but I'm more excited about finally being in an underdog matchup!
Valek wrote: if you want a paper for the rock, well you have it, with some luck he can take out the tervigon's turn 1 and after that its an uphill battle for the Nids
Definitely a possibility. Losing Tervigons really pulls the stitching out of the Tyranid's sails.
jifel wrote: Tyranids, narrowly. If the Flyrants can pop the transports early, then Biovores will wreck face. Otherwise, it could get ugly with so much poison...
That's definitely a possibility. If the Flyrants make it into the armada, they can potentially drop 2 vehicles each per turn. Biovores obliterate Dark Eldar with a serious amount of hate.
ALEXisAWESOME wrote: It will be a massacre for the DE. DE are designed to take on tyranids! If DE get first turn (which they most likily will with vect) they can easily down a flyrant or any MC they want with there DL and SC. In the unlikily event tyranids do go first they carnt pop any transports reliably with the flyrants because of night fighting and a few more terma's wont do much. Next turn the at least one flyrant will be downed by venom fire then slagged by darklight. Vect will want to be in combat with the Tervigons as he has an abserd amount of attacks which hit on 3's, wound on 3's and ignore your save while the shadow field and look out sir to keep him safe. If his shadow field is poped by gaunts watch his str 10 blast which regain his wounds troll you.
This isn't a fair match because the tyranid army isn't capable of taking on that much mech. Your only anti vehical are 24'', 18 with night shields. DoM carn't hurt people in transports and anybody out of it will be dead anyway (exploding venoms).
Although i do want to see a report with vect, so i will be waiting and trying to hold back my sympathy for the tyranid.
In 5th edition that was definitely the case. In 6th, however, the Flyrants can tear apart the vehicles with impunity while being extremely hard to kill if they make it into the air. If Tervigons aren't brought down before they start casting Iron Arm, they can also become extremely hard to kill. Mass infantry is a DE's worst nightmare, which is why I have shredders everywhere to deal with hordes. An average of 4 wounds per venom is great vs TMC, but useless vs big blobs.
Vect's ability to seize and walk through anything the Nids have on the board is not to be trifled with. His unit is a big point sink, but it's relatively hard to kill (For DE standards) and can kill a lot of deathstars. If he makes it into the Tyranid lines, it'll hurt.
Nids can definitely handle that much mech in 6e, but first turn is really important.
jy2 wrote: This is going to be a tough battle for the bugs but it isn't unwinnable for them. The key is the survival of those flyrants. I don't think reserving them is a good idea but at the same time, if he can't hide the flyrants upon deployment, then he may be forced to reserve them. However, one thing to keep in mind is that even the gribblies can hurt the DE transports, both with shooting and assault. Well, they do need to be within 6" to hurt the vehicles with shooting and gargoyles won't be able to hurt them in assault without furious charge.
Iron Arm will help against the dark lances and blasters, though Endurance is what the bugs really need. Ymgarls could be an X-factor if DE places them too close to area terrain, but the main offense will come from the flyrants.
But just like in my GK vs Tyranids game, firepower isn't everything. Nids can be a serious underdog in the offensive department but still win the game if they play the mission properly. All things considered, I like the tyranid's chances in this game. I would say 60% DE's game and 40% Tyranid's game.
100% agree on everything you said. If you reserve the Tyrants you know you will probably lose both Tervigons before they come in, and even then, with Anvil deployment I'd have to deepstrike to even get close to threatening them, another major risk considering I only have 12" guns vs all the vehicles. If you put them out you risk losing all of your forward projection power ASAP.
Good Iron Arm rolls can get the Tervigons into turns 3+ which is exactly how you beat DE, by surviving their alpha strike and just wearing them down (or alpha striking them, if you can).
The Ymgarls are a massive factor, as a multi assault on 2+ vehicles would be catastrophic for the DE, but with so much terrain on this board, it's impossible to know where your opponent is going. Although I obviously know where I'd put it (and playing against myself, I definitely know where they are!) in this matchup you can't fill a terrain piece without crippling your damage output and you can't get far enough away from the likely pieces without putting yourself out of position.
I feel the odds are the same as you.
2013/01/07 17:32:14
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
I voted DE by a small margin...DE is still the bane of Tyranid existence. The sheer number of poison shots will decimate your MCs.
Your only possible saving grace is if you can rush in with your Flyrants and are able to take down 2 transports a turn (a vector strike + shooting with a set of devourers).
This is if you survive to reach the lines to take 2 out a turn. My bet is, if you reserve Flyrants your tervigons are dead, if you don't, you'll lose your warlord and a Tervigon.
Am I incorrect to say that night fighting will actually help nids in this one? I am unfamiliar with how Vect can use night fighting, is that so he can control whether night fight is on or off? If not, you get a +1/2 to your cover saves if DE shoots at nids and so you'll actually survive an additional round of shooting due to that.
Either way, I'm excited to see the full report as I am in a tourney in March and I'm sure I'll see my share of similar lists...
Good luck!
2013/01/07 18:04:23
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Am I incorrect to say that night fighting will actually help nids in this one? I am unfamiliar with how Vect can use night fighting, is that so he can control whether night fight is on or off? If not, you get a +1/2 to your cover saves if DE shoots at nids and so you'll actually survive an additional round of shooting due to that.
Either way, I'm excited to see the full report as I am in a tourney in March and I'm sure I'll see my share of similar lists...
Good luck!
The entire dark eldar codex has night vision so we ignore all the negative effects while keeping the benifits!!!
Night fighting can only help the dark eldar (maybe saving a transport from that first turn fly-by) and it gives no benifits to the tyranids so of course he will use it. Lets just hope the dark eldar player knows what he is doing, as dark eldar are a real finess army and even when they hard counter tyranids, they still go down quick if he isnt smart.
1005/10/18 23:29:01
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
This will boil down to the DE players skill in movement and target priority.
The DE can target around 18 different units (entire nid army plus) that first turn and choose to distribute somewhere between 100 to 130 poison shots which is going to force at least 33 saves round one. Done right, that should be enough to take out all the big guys.
Compounding the nid problem is the maneuverability of the DE on a table with pretty good cover everywhere while the relevant portion of the nid army is walking. It should be trivial for the DE player to force the nids to split up. When that happens DE should be able to focus on only one part of the army at a time...
As a nid player I wouldn't worry too much about the DL, but that amount of poison and this layout is a killer.
Site note: I love the white on the DE army. very cool and look forward to more pics.
This message was edited 5 times. Last update was at 2013/01/07 18:36:17
------------------
"Why me?" Gideon begged, falling to his knees.
"Why not?" - Asdrubael Vect
2013/01/07 18:40:20
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Considering how light you are on synapse, you pretty much have to start the Tyrants on the board. 7 venoms plus 10 lances put an average of about 13 wounds on your big guys (assuming 3+ armor and 5+ cover). If you give DE 2 turns of shooting without the tyrants on the board your little guys will all be running off the board by the time they show up.
If the DE can play the range game properly and knock out synapse quickly without taking too many casualties it should be a pretty comfortable win. Even if the tyrants get airborne, venom squads are great for knocking them down, move 12 and take snap shots at 24" or rapid fire snap shots at 12".
I'm not a huge fan of Vect's unit, 600 points in one AV10 open-topped transport. I'd rather see some of those points spent on some eldar allies, a doomseer on a bike and some GJB are a great addition to any DE force and are a big headache for nids trying to get psy powers off
2013/01/08 01:36:29
Subject: Re:2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Big thanks to Jy2, I've been stealing your battle report layout! It's a clean way to do it, and should really be used by more players as a template.
Deployment:
Spoiler:
With night shields across the entire army, the DE are safe from Hive Guard turn 1. They contemplate deploying 36" back so that they're out of possible flyrant range if Tyranids steal the initiative, but they want to bring as much firepower to bear as quickly as possible and not risk having the Tyranids pick up the Relic if their shooting fails me. The DE decide to risk the seize and deploy on the line so they can move forward and begin firing with as much as they possibly can. Rather than worry about the Ymgarls, who get to pick their terrain after both sides they deploy, the DE split up into two bunches and aim to move away from the obvious terrain piece for Ymgarls, the big area terrain. The aim is to move up and kill a Tervigon, the Hive Guard and possibly a flyrant turn 1. I'm not worrying about the flyrants as much because they'll each kill a vehicle turn 1, then get shot down and die. If the Tervigons are still alive they can become a serious pain to deal with and begin flooding the board with gants.
Tyranids can't castle and try to outlast them, they've got to push forward and try to bottle them in. With a seize I can get Iron Arm up on both Tervigons and get my flyrants up in the air. The 20 Gants are outflanking because of HC in hopes of grabbing an objective late, the 11 gants and biovores are hiding in the building at the back of the deployment zone. All MCs are in cover and gargoyles are spread out. Ymgarls are marked for the large area terrain in the DE deployment zone to give them a large threat area and to hopefully crush multiple vehicles if they parking lot. The Doom is not very useful in this matchup, but he has the ability to possibly get rolling if I can land him near some disembarked chumps. I'm hoping I roll my 3+s like a boss and only lose one tervigon turn 1. I've got the warlord in 4+ cover to discourage shooting at him.
Tyranids fail to seize the objective and the game begins.
Everything moves forward, 6" for transports so occupants can shoot. The Trueborn both disembark and move up. I'm ready to sacrifice them to get my alpha strike in. I position to get as many shots on the right Tervigon, the hive guard, and the gargoyles, with that order of priority.
I open up on the right flank, pouring firepower into the gribblies. Vect's raider flat-outs towards the weakened flank and this is what's left.
On the left side I start on the Tervigon with terrible results, and swap to the Flyrant when I realize I don't have enough firepower to get through all 6 wounds and try to weaken the flier.
All told I dropped one tervigon, 15 gargoyles, a hive guard and put a wound on the remaining tervigon and HC flyrant. Overall my shooting was pretty mediocre after the first Tervigon dropped, and the Tyranid saves on point.
I've put the trueborn and vect out there in hopes they eat a lot of firepower, as both are high priority units. I primarily want to keep my ravagers and venoms up, as the venom ROF can make flyrants take grounding tests, and the Ravagers will eat up the Tyranid army.
Tyranids 1
Spoiler:
Ouch. Well, I didn't lose as much as I expected, although I would've preferred to not lose so many gargoyles. Sad thing about playing against yourself is you know exactly which targets are key to your own plans! I had hoped to use the mass of bodies to swamp the relic and move it back to force them to come to me if I could survive to turn 4/5.
I successfully cast Iron Arm, but only +1, and perils on my Endurance for my warlord.
Tervigon spawns a whopping 10 gants without doubles, who herd into the terrain.
On the right the gargoyles move up to take out the Trueborn, the Flyrant lines up to drop a Venom and start vector striking next turn.
Hive Guard line up to drop Vect's Raider so he can't make it into the backfield, the warlord Flyrant flies past it ready to shoot into it if the Hive Guard fail. I've also got the option of killing the Trueborn or a venom, depending on how the rest of my shooting goes.
I start shooting with the Tervigon, aiming to cluster spine the trueborn and weaken them, with a longshot hope of them running, the gargs charging and picking up the extra range off it. Of course, fortune favors the bold...
Awww crap. It scatters back onto my gargs, hitting three. So much for that!
Apparently fortune hasn't quite left me, I only end up wounding (and killing) one of them.
The Hive Guard open up on Vect's raider
Too bad you can't use flat out saves vs the Hive Guard! Three pens blow Vect's ride sky high...
and wounds seven! With six failing their armor saves! WOW!
The haemonculous pays off, and 3 survive thanks to feel no pain. Still, 3 incubi and the raider in one volley was definitely a morale boost.
While I know I can paste the truborn, I try to go for the long shot and hit the haemie then get one bounce onto the trueborn so I can nail both units. I also wanted something to be exposed for my Doom to power up on, as a S6+ large blast template could do some major damage to the DE fleet.
I drop 2 incubi and the haemie survive by making two feel no pains with only a wound left, but no scattering onto the trueborn.
Warlord Flyrant opens up a venom, killing 2 and pinning the unit.
HC Flyrant also opens a venom, killing 2 who fail morale and run for it
I shoot down the Trueborn with the gargs, hoping to kill 3 and get them running, but sadly I just wipe them out.
It Will Not Die recovers my warlord's perils wound! Nice!
Overall a solid turn for the Tyranids. I dropped two venoms, the raider, a lot of incubi, one trueborn unit, pinned one warrior unit and got another to flee. I'm in a good position now, with both Flyrants in the air, the Tervigon ready to spawn more, and two hive guard up. I'm hoping my Flyrants can stay up, but expecting to lose the Tervigon and Hive Guard. With the Ymgarls, Doom and Gants coming in next turn on a 2+, I should be able to really put the hurt on turn 2. Just gotta hope I make it through the DE turn 2!
Dark Eldar 2
Spoiler:
The Dark eldar start by trying to rally the fleeing warriors, who fail and fall back again.
Everything moves forwards again to get away from where the Ymgarls are most likely (Definitely) hiding, and put more pressure on the Nid army.
On the left the Tervigon is priority number 1, since it only got T7 and still can spawn gaunts, now is the time to kill it before it goes to T9 and rampages around ignoring blaster weapons while making all it's 3+s. Statistics be damned, sometimes things just don't fail saves and I'm not going to give it the chance. Plus that kills two scoring units (Tervigon +1 spawnable unit) and does damage to the small unit next to him. Even ignoring the flyrant, I should have more than enough firepower left next turn to kill him, and would like to be in a position to start pressuring the castle in the back ASAP.
On the right there is enough firepower to likely drop the flyrant and kill it, but Vect and his boys move so that they gain distance but are still ready to make the charge in if shooting fails (again). Hopefully Vect can assault the hive guard, bounce off and be in the Biovores next turn
More terrible shooting barely gets the job done, killing the tervigon and a hive guard as well as the remaining gargoyles. My ravagers have a bad tendency to only put out 1 wound a turn, which can be quite infuriating. 6 gants die to the explosion, I believe.
Luckily the flyrant gets grounded his first test, then takes an obscene amount of shooting to finally put away. In fact, after everything on that side of the board shot, he only just died to the trueborn's SINGLE wound inflicted after failing his FNP. Rolling tons of 3s is great for TMC saves, but useless to wound on poison weapons. If he hadn't failed that grounding test he probably would've survived all of that firepower...
Vect manages to put a wound on a Hive Guard and then fail his charge through terrain by 1" and then 2", luckily nothing gets through the overwatch.
The HG and Gaunts both pass their LD, amazingly.
The DE have removed both Tervigons and the warlord flyrant, leaving only a single HG with a single wound. If the flyrant can VS open a venom and get the doom some morsels, this might still be a game. If not, the DE have Vect in the backfield to easily walk through the biovores and gants, with enough firepower on the board to drop the flyrant and then mop up whatever isleft.
Dark Eldar 3
Spoiler:
Disembarked warriors hop in the empty trueborn venom, which turns to aim at the flyrant.
Ravagers move to get clear of possible assault by Ymgarls and get shots on the flyrant, hive gurad and biovores, depending on how other shooting goes.
Vect splits off and heads for the biovores while the Haemie sets up to kill the Hive Guard
DE shift to get shots on the flyrant
Warriors finally rally
DE start pouring shots into the flyrant, who passes numerous grounding tests and saves...
but still goes down after finally hitting the ground and eating a bunch of lances.
The Hive Guard survives the template and Vect assaults into the biovores, slaughtering them horribly then conslidating in an attempt to hide from the gants inside the building.
Tyranids 3
Spoiler:
The Doom and Ymgarls decide it's time to finally lend to the war effort... too little too late, I think.
Yeah, that scatter seals it. No chance to suck up the three little warriors and drop a halfway decent template means the Doom's best hope is to not die for the rest of the game and keep the DE off the objective.
Ymgarls come in on the obvious massive piece of area terrain and look to multi assault the venom as the primary and the 3 warriors as a secondary.
With a little luck they can drop the vehicle, not harm the warriors and stay locked in. Okay... maybe a lot of luck.
I begin rolling for IB..
The gants pass and head out to play with vect...
If they can kill vect and get back on the objective, the Doom can stay up on the relic, the Ymgarls wreck some face and the 20 gants stay alive... well, the Nids can still win this.
Big gant squad lets me know they're in it to win it. They move up towards the 3 warrior unit.
Start shooting by blasting vect with the gants causing !5! wounds...
Ruh roh shaggy, someone failed their second flickerfield save! Luckily he made his 4+/5+ leaving him with 2 wounds.
Vect braces and prepares to throw down with the gants. gak's about to get real.
I make a massive mistake and shoot the 20 gants into the 3 man squad when I should've waited and just assaulted to get the extra distance. They wipe them out, and are now stuck sitting around ready to die.
Because of night shields, the pod literally has 0" range and plays with itself.
The Ymgarls charge the venom as primary and 3 man unit as secondary, taking +1T in hopes of not doing much damage. It's an 8" charge, and I roll up 6-5-2, luckily I've got fleet..
and they pile in.
Meanwhile, Vect and the gants get dirty...
or Vect gets dirty with gant goo.
The Ymgarls cause way too much damage to the Venom and lose no one in return, exploding the venom and making the 3 man squad run.
They even fail to catch the lone warrior and prepare for the incoming shitstorm.
Dark Eldar 4
Spoiler:
The DE army adjusts to mop up what's left of the Tyranids.
The storm begins and when the dust clears...
The Doom failed his first invuln to a ravager, and the lone Ymgarl failed his leadership.
The small white squad I kept forgetting about (With both armies!) takes a casualty and fails it's LD.
Last but not least the big squad loses 4 and flees.
Vect picked up the last hive guard with his orb.
At this point I call the game, as everything the Tyranids have is fleeing and the DE have plenty of firepower left to clean up the mess.
Tyranids 4
Spoiler:
FLEE! SQUAD BROKEN!
This message was edited 2 times. Last update was at 2013/01/10 22:21:35
2013/01/08 01:58:23
Subject: Re:2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Feel free to borrow anything from my BR's if you like. Looks like a very, very good start for the bugs, considering that they were going 2nd and had to endure a full-on DE alpha strike.
Kind of a bad start for DE. I would have shifted to refuse one flank and dropped a flyrant first and possibly a tervigon. Not really sure why hes giving up range to the tyranid units turn one as it defeats the purpose of night shields. The tyrant guard should not have had range turn one and with night fight really should not have done much damage to any venoms (which should be at the forefront. We'll see how this one goes but it's not very good strategy to go head to head with the bugs like this.
Lovely report by the way. I love your winter theme DE!
Red Corsair wrote: Kind of a bad start for DE. I would have shifted to refuse one flank and dropped a flyrant first and possibly a tervigon. Not really sure why hes giving up range to the tyranid units turn one as it defeats the purpose of night shields. The tyrant guard should not have had range turn one and with night fight really should not have done much damage to any venoms (which should be at the forefront. We'll see how this one goes but it's not very good strategy to go head to head with the bugs like this.
I was about to post pretty much the exact same thing, not a fan of the DE's first turn. Why pay for night shields if you're just going to move forward and give every unit in his army something to shoot first turn? Looking at how far behind the front lines the Tyrants are the DE could have easily prevented the nids from doing any damage at all on their first turn by staying out side of 36" from the tyrants but still have the venoms/ravager/raider in range of all of the front line nids. Even as it is, unless the dice do something crazy, with only 4 synapse creatures it shouldn't be long before the nids are taking LOTS of Ld6 tests.
2013/01/08 22:27:22
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Red Corsair wrote: Kind of a bad start for DE. I would have shifted to refuse one flank and dropped a flyrant first and possibly a tervigon. Not really sure why hes giving up range to the tyranid units turn one as it defeats the purpose of night shields. The tyrant guard should not have had range turn one and with night fight really should not have done much damage to any venoms (which should be at the forefront. We'll see how this one goes but it's not very good strategy to go head to head with the bugs like this.
Lovely report by the way. I love your winter theme DE!
The way the warlord flyrant rolled saves, that wasn't happening. The DE rolled pretty badly and besides the first Tervigon, the Tyranids rolled well. The purpose of moving forward was to get the extra 8 blaster shots from the trueborn and 20 splinter shots from warriors. Without those shots nothing besides gargoyles would've died turn 1 and then there would be two spawned units of gaunts, two iron armed tervigons, and two flying Flyrants. Not to mention staying back or refusing flank plays into the Ymgarls and Doom's strengths.
Night fighting doesn't affect the Hive Guard for the most part, and the flyrants only have 12" range vs night shields so it doesn't do anything this matchup.
DE are all about bringing all of the firepower to bear immediately, and if the dice had gone average, there'd be a dead warlord flyrant, tervigon and possibly hive guard on the flank.
Bugs_N_Orks wrote: I was about to post pretty much the exact same thing, not a fan of the DE's first turn. Why pay for night shields if you're just going to move forward and give every unit in his army something to shoot first turn? Looking at how far behind the front lines the Tyrants are the DE could have easily prevented the nids from doing any damage at all on their first turn by staying out side of 36" from the tyrants but still have the venoms/ravager/raider in range of all of the front line nids. Even as it is, unless the dice do something crazy, with only 4 synapse creatures it shouldn't be long before the nids are taking LOTS of Ld6 tests.
As someone who has tons of experience with both armies, staying back would've really hurt my chances of doing much damage, and with the way the dice went, absolutely nothing would've died.
Putting up turn 2 now.
2013/01/09 21:04:07
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Traceoftoxin wrote: DE are all about bringing all of the firepower to bear immediately,
That's only true if you're in danger of taking a lot of return fire, the tyranids have no long range shooting that can (realistically) hurt vehicles. The tyranids need to get close to hurt you, why do their job for them? When playing foot spam GK do you rush forward to get your blasters in range, or do you hover outside their threat range while wearing them down with 36" range shooting?
Traceoftoxin wrote: staying back would've really hurt my chances of doing much damage, and with the way the dice went, absolutely nothing would've died.
So by moving up you got an extra 20 splinter shots and 7 lance shots (since I'd advocate sitting back and shooting with vect until you see how the battle develops), and in return you lost 2 venoms, 4 trueborn, raider, 5ish incubi, and 2 (sort of, one's pinned) warrior squads, so 32-40 splinter shots (rapid fire) and 5 lances (and all of that damage was pretty much expected). Whereas if you'd sat back out of Tyrant/Hive guard range first turn you'd have just as much firepower over 2 turns, but would have taken quite literally zero casualties. I'm just not seeing how that's a good trade.
All that said, at the end of 2 there's only 1 synapse creature left, and I think the DE can probably still take this as long as they don't get careless with their scoring units.
201302/01/10 05:20:27
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
I'm not counting out the bugs yet. They've worked wonders even when they were losing badly (Janthkin's bugs against my grey knights) but they've also lost badly when they were behind as well (my bugs against my own space wolves).
But the ymgarls and Doom can still play a big role in this game. I have a feeling that they are going to turn this game around....though I am not sure if the bugs can still win it due to the fact that DE's got First Blood.
So by moving up you got an extra 20 splinter shots and 7 lance shots (since I'd advocate sitting back and shooting with vect until you see how the battle develops), and in return you lost 2 venoms, 4 trueborn, raider, 5ish incubi, and 2 (sort of, one's pinned) warrior squads, so 32-40 splinter shots (rapid fire) and 5 lances (and all of that damage was pretty much expected). Whereas if you'd sat back out of Tyrant/Hive guard range first turn you'd have just as much firepower over 2 turns, but would have taken quite literally zero casualties. I'm just not seeing how that's a good trade.
All that said, at the end of 2 there's only 1 synapse creature left, and I think the DE can probably still take this as long as they don't get careless with their scoring units.
Position is everything. Like I said, nothing of the Tyranids would've died, then both Tervigons would've had Iron Arm, most of the gargoyles would be alive to jump on the objectives, the DE would be stuck back in their deployment zone in prime position to be hit by the Ymgarls and Doom.
I considered doing like you said and playing more conservatively, but instead I opted to take the risk to try to do more damage. It didn't quite pay off as well as I'd liked, but I knew the Nids wouldn't do any more damage than they did and the DE would be in a much better position for the rest of the game.
Putting up turn 3+ tonight.
2013/01/10 20:33:30
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Iron arm has NO EFFECT on splinter weaponry, which is what will be the downfall of nids from long range. Why do you keep mentioning that power as if it even matters in this particular matchup?
Been out of the game for awhile, trying to find time to get back into it.
2013/01/10 20:42:17
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre
Because it helps against darklite weaponry. 3 ravagers and blasters puts up quite a bit of S8 guns that Iron Arm will be good against.
So normally, the plan should be to throw up Iron Arm and have flyrants & hive guards target the venoms. This also has the added bonus of providing your biovores, gargoyles, ymgarls and the Doom with a target-rich environment.
This message was edited 2 times. Last update was at 2013/01/10 22:20:57
tetrisphreak wrote: Iron arm has NO EFFECT on splinter weaponry, which is what will be the downfall of nids from long range. Why do you keep mentioning that power as if it even matters in this particular matchup?
When someone refuses to fail a 3+ save and your only option of not letting them take a 3+ wounds on a 4/5 vs a 2, it can really reduce your damage output.
2013/01/11 05:10:12
Subject: Re:2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre (Finished)
That ended pretty much as expected, the DE probably lost a few more vehicles than necessary but a win's a win! Even if Doom hit the warriors they can go to ground for 3+ cover, that's one of the funny things about Doom and DE, once DE get blown out of their vehicles there usually aren't enough left alive for Doom to get much out them. Also Night Shields don't do anything to weapons with a range of 6" or less.
2013/01/11 08:08:26
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre (Finished)
tetrisphreak wrote: Iron arm has NO EFFECT on splinter weaponry, which is what will be the downfall of nids from long range. Why do you keep mentioning that power as if it even matters in this particular matchup?
When someone refuses to fail a 3+ save and your only option of not letting them take a 3+ wounds on a 4/5 vs a 2, it can really reduce your damage output.
A player with hot dice can also overcome s8 ap2 weaponry such as dark lances and s5 ap2 disintegrators by making 5+ cover saves. Yes the save is worse but also the volume of s8 fire is probably 1/6 the volume of poisoned splinter fire. The point I am making is this: I have done great with my nids in 6th edition (win/loss ratio is in my sig). The losses I have suffered have been at the hands of dark eldar players, who use their long range and fast skimmers to kite me around the table and flood my MC's with tons of ap5 wounds...Eventually i will fail more 3+ saves than I have wounds, lose my synapse creatures, and then the rest of the game is a crapshoot vs my smaller gaunts. Trust me, in the future vs nid players, use the range of your weapons and night shields to your utmost advantage, even if it means missing out a few s8 shots on turn 1.
Now, if the idea of psychic biomancy buffs really irks you and you want to shut down a nid player -- Bring an allied contingent of eldar with a farseer joined to some rangers or pathfinders. All told the combo is less than 200 points and runes of warding shuts off 50% of the tyranid psychic powers (average dice roll on 3d6 is 10.5). In addition you get a farseer that can take divination and give re-rolls to hit with prescience to any of your dark eldar skimmers or infantry units, or possibly roll up some really good other powers from the divination table. Plus the pathfinders fit with the poison theme of the original army since they have sniper weapons -- except theirs have rending or uber-rending depending on what you roll to-hit. Overall it's a super solid combo.
That said i know this was a solo game but it did play out in the end as expected - Dark Eldar shooting trumps tyranid footslogging and assaults.
Thank you for posting the report and all the pictures.
Been out of the game for awhile, trying to find time to get back into it.
2013/01/11 16:09:06
Subject: 2k Hive Fleet Amon Amarth vs The Kabal of the Screaming Spectre (Finished)